Beta access
The public status is controlled from the administration: closed beta, open beta, or release. During closed beta, account creation is limited to invited email addresses; open beta and release allow public registration under the existing rate limits, email controls and Turnstile anti-bot verification when enabled. The token is always validated server-side for the expected registration action and domain. An emergency switch can close every registration regardless of status.
A visitor can request an invitation without creating an account. The request expires and may be declined in the administration; accepting it immediately creates or refreshes the invitation and queues its email in the same action. An invitation can expire or be revoked and is marked as accepted when the account is created. The public response remains intentionally generic so it never reveals whether an account exists.
Every account must then verify its email address before entering the game. The link expires and can be resent from the verification screen. From the login page, “Forgot your password?” requests a reset link that remains valid for 60 minutes; the response stays identical whether or not the address belongs to an account. Changing the password closes the account’s active sessions.
An account can be suspended until a set date or banned by the administration. Its sessions are closed immediately and new sign-ins are refused until the suspension ends or an administrator reactivates it. After valid credentials are provided, the sign-in screen clearly states the restriction and, for a temporary suspension, its end date.
Account deletion is handled through anonymization: identity data is replaced, while bastions, reports, contracts and events required by the shared world history remain consistent.
The permanent Sovereign
On the Sovereign profile, the Doctrine panel shows the bonus applied in the current world after caps, specifying its effect on base attack, defense or production. This value comes from your participation in that world.
Doctrine cards specify the base affected by each bonus: your units’ attack for the Conqueror, your units’ defense for the Guardian and your buildings’ production for the Builder. Numerical examples use the selected world’s values.
When joining a world with doctrines, a Sovereign step appears between region selection and the final summary. Choose your name, portrait and doctrine without leaving the arrival flow. Explicit confirmation saves the permanent doctrine; an error preserves your world, people and region choices. An already configured Sovereign is retained and this step is skipped automatically. Worlds without doctrines keep their usual arrival flow.
In the “Active bastion” block, the portrait, name and doctrine open the Sovereign profile within the game, keeping the menu and resources visible. Its chronicle presents participations by season. “Customize my Sovereign” opens the editing dialog; saving returns to this profile. The card separates the Sovereign and bastion, with an Empire button for managing multiple bastions and a link to the season stage. On mobile and tablet, the portrait, bastion name and doctrine share a compact header above the resources. An announcement introduces the feature to players without a doctrine and can be dismissed to set it up later. When open worlds are upgraded, games, possessions and queues continue. The Infirmary and Tavern appear at level zero with no free construction or Heroes; their usual requirements, costs and times apply, and the Tavern remains capital-only. A confirmed doctrine starts immediately in these participations, initially at +5%, without boosting earlier production. Missions already underway retain the effects available at departure. A previously chosen doctrine starts at the upgrade. Closed worlds and their archives remain unchanged.
Every verified account can create a Sovereign from “My Sovereign” in the world lobby or account. This identity stays the same across games, including before joining a first world and after archiving. Creation is optional and does not change the player name.
Names contain 2 to 40 characters and start with a letter. Accented letters, numbers, spaces, apostrophes and hyphens are accepted. Several accounts may choose the same name. The catalogue includes eight free portraits and eight Premium portraits, independent of the chosen people; image uploads are not available. It includes blonde women and men. Names and available portraits can be changed for free, and changes are logged. Moderators can correct them and lock editing, recording a reason in the private moderation history.
Choosing a Premium portrait requires active Premium access for its owner, checked by the server. On expiry or revocation, a replacement free portrait is shown to everyone; the Premium choice stays saved and returns when access is reactivated. The owner can still edit their name or replace the choice with a free portrait. A border and check mark indicate the choice in the picker, which remains keyboard accessible.
The chronicle gathers participations, final ranks, badges and honours. Collective honours follow alliance membership at the time of the award. Other signed-in players see only published, archived seasons, never ongoing participations, internal worlds, hidden archives or moderation history.
After creating the identity, the player may separately confirm a permanent account doctrine: Conqueror, Guardian or Builder. It has no levels, experience or progression; Premium grants neither a change nor a reset. The Sovereign itself takes part in no mission. The identity stays optional in worlds without doctrines, but a confirmed doctrine is required before joining a compatible world.
Initial values are +5% for all three doctrines. Conqueror adds 5% of the owner’s units’ base attack when initiating combat, including combat expeditions; it changes neither cargo, speed, loot nor espionage. Guardian adds 5% of the owner’s units’ base defense on the defending side, including reinforcements at an ally, without improving other contingents or fixed defenses. Builder adds 5% of producing buildings’ base production before world speed; outposts, rewards, loot, cargo, deliveries and refunds are excluded.
The manual simulator accepts effective Conqueror and Guardian bonuses after caps. They are optional and preserved in saved scenarios. Guardian applies to the entire entered defending composition: reinforcements with different owners require separate comparisons. Report imports include the known offensive bonus; the defensive bonus must be checked manually.
New worlds are configured before registration is announced and retain their rules. Introducing the module into already open worlds is a one-time transition that preserves previous rules; it does not allow unrestricted mid-season balancing. Each participation preserves its doctrine and coefficients, followed by its archive. NPCs receive a deterministic doctrine with the same values and caps.
Compatible module sources add up before an initial cap of 15% per domain, configurable before announcement between 0 and 25%, like doctrine coefficients. They never multiply each other: +5% and +8% give +13%, not +13.4%. This supplement adds to the existing calculation without multiplying people, research or alliance bonuses; unit defense then benefits from walls under the usual rules. The additional total is rounded down. Sources and caps are visible before commitment and in reports; offensive effects are preserved at departure. This stage adds no levels, equipment or Heroes.
Creation, names, the eight free portraits and doctrine selection do not require Premium. Changing to an available portrait consumes no resources or Obols. Seasonal Heroes, the Tavern and the Infirmary depend on world rules and are described in the buildings guide.
Daily rewards and collection
The Sovereign block at the top left opens a window with Identity and Inventory tabs, plus a Referrals tab when that service is enabled. Its bag icon opens Inventory directly. Identity groups the name and a compact portrait grid, with the same ownership and Premium requirements. Inventory combines account cosmetic categories with resources, units and accelerators from the selected world. The world name remains visible for packs; using them never transfers them to another world. Categories are paginated, active items are checked and new items retain their colored dot.
Rewards is for claiming gains and viewing upcoming milestones. Using them is managed in the Sovereign inventory: cosmetic categories show only owned badges, frames, titles and portraits, grouped by category and paginated twelve at a time. A colored dot identifies new items and their categories. Only items visible in the inventory are recorded as viewed, without equipping them; without JavaScript, an action marks the current page’s new items as seen. An already owned cosmetic or a new rank does not create another new item. You can change your style at any time and keep golden variants after Premium expires.
In the game, a reminder on the right edge counts available actions: daily presence, each event presence still to record today and each earned event milestone awaiting a claim. Event presence stays signaled even after all its keepsakes have been claimed. The reminder disappears when all these actions are completed. Click the daily badge or an available daily or event milestone card to claim it. The preview distinguishes locked Premium variants from owned cosmetics, which remain usable after Premium expires. In the inventory, Remove appears only for a selected item; save your style afterwards to hide it from your profile.
The Daily and Events tabs each show the number of available actions in their section, including today’s presence to record. After a claim, their badges and the game reminder update. When only one edition is running or still open for claims, the Events tab opens its details directly. Referrals remain accessible in the same game window.
Administrators can pause daily claims from Rewards and events. This pause preserves progress, earned cosmetics and collection access. Resuming never credits missed days.
Daily rewards are available from account settings, the lobby and the game menu when the service is enabled. Explicitly claim your presence, then choose which earned keepsakes appear from your collection. The Events tab shows published editions your account is eligible for. Signing in or browsing grants no rewards automatically.
The first track plans a badge on the first claimed visit, a frame on the seventh, the Watcher of the Embers title on the fourteenth and a portrait on the twenty-eighth. Presence rank then increases every 28 visits. Visits are cumulative: an absence preserves progress without credit for missed days. The shared day follows midnight UTC, independently of world speed.
Earned cosmetics belong to the account and remain free to use without Premium, even when acquired before creating a player, bastion or Sovereign. They grant no resources, units, Obols or power. Login and reward-claim days remain separate from the meaningful-action days used for season distinctions.
The ledger preserves the source and a bilingual snapshot of every grant. Replaying the same source returns its original result without duplicates. An owned cosmetic stays unique and its rank never decreases. Private histories are paginated and new rewards do not alter memories of already archived seasons.
Active Premium when claiming a milestone adds a golden cosmetic variant of the badge, frame, title or portrait. Progress stays at one visit per day for everyone: no extra resources, Obols or visits are granted. Earned variants remain owned and usable after Premium expires. Purchasing Premium after claiming grants no retroactive bonus; the applied status is frozen in that day’s result.
Claiming requires explicit confirmation, including with a persistent session. A form left open before midnight UTC must be refreshed for the new day. Replaying an identical successful request returns its original result, including after midnight; another request that day claims nothing more. Vacation, archives and world changes neither multiply nor reset this account counter.
In your collection, choose an earned badge, frame and title, then save your style. You can hide each item and decide whether your badge rank is public. Visit dates and counts remain private. Earned portraits, including golden variants, can be selected in the Earned portraits group of the Sovereign editor without active Premium.
Your style appears on the player profile, Sovereign and game header. Pausing new claims preserves access to earned cosmetics. New archives freeze the selected style when they are created; existing archives stay unchanged.
Referrals and the Ember Guide
Referrals are in the Sovereign profile, opened from the block at the top left of the game: choose the Referrals tab beside Identity and Inventory. Account settings also retain a direct link. The Daily and Events tabs are reserved for daily gains and seasonal editions.
While the programme is open, an eligible verified account with seven recorded gameplay days can create a personal link from Refer a friend. Recruits confirm their code at registration: one sponsor per new account, with no retroactive links or self-referrals. Registration restrictions and world capacity still apply.
Recruits complete seven non-consecutive gameplay days. Each UTC calendar day counts once per account across all worlds. Absences, changing worlds or seasons preserve progress, with no completion deadline. Successful eligible construction, research, recruitment, exploration and missions advance this counter. Logins, browsing, messages, social actions, cancellations and reward claims alone are excluded.
After the seventh day and eligibility checks, the recruit receives 140 Obols and the sponsor receives 275 Obols. These amounts currently match seven and fourteen Premium days. The first completed referral also unlocks the permanent Ember Guide title, which the sponsor can choose to display or hide. Obols are credited automatically without automatically activating Premium.
Rewards belong to the account, never expire and cannot be transferred or converted to money. They can be spent on available services, including Tavern and equipment refreshes where their rules permit. Recipients can also exchange Obols for Premium from Refer a friend while paid purchases are closed, with confirmation and the usual limits.
Each sponsor can welcome five new recruits per rolling thirty days. A slot is reserved at registration; accepted referrals retain their promised amounts. Suspicious referrals can be held for review or rejected with an administrative reason. A shared IP address alone does not prove fraud. Unverified or restricted accounts and NPCs cannot receive rewards.
Tracking is private and paginated: sponsors see their recruits’ names and progress, without emails or action details. Closing new registrations preserves accepted referrals. Pausing payments preserves earned days; eligible referrals resume without duplicate credits.
Daily world packs
Resource, unit and accelerator packs are stored in a private inventory per player and world, shared across their bastions, with paginated history. The module is validated and available only in compatible worlds. New worlds prepare their rules before announcement. At deployment, if daily rewards are already enabled, compatible open worlds without pack configuration automatically enable claims and use. Their start is the deployment instant in UTC, without retroactive packs or changes to earned cosmetic visits. The first pack claim starts at world visit 1.
The catalogue provides five sizes based on cumulative visits in that world, without resetting after an absence. Cosmetics keep their account progression. Packs cannot move between worlds and there is no extra Premium competitive advantage.
Mixed packs contain all four resources. Dedicated food, dark wood, iron or essence packs contain the same amount of that resource as the matching mixed pack. Together, the four dedicated packs equal the mixed pack; they are not extra gifts in the planned rotation.
The behaviour provides one explicit claim per UTC day and active world. An absence preserves the counter. A claim can also record the account cosmetic visit if available; another world never counts it a second time. Packs have their own distribution and use controls. Pausing new grants preserves normal use of previously owned packs. Vacation allows claims but blocks opening; world closure blocks both.
For a resource pack, the player chooses a bastion they own in the selected world and checks a preview. The server updates production and then verifies each reserve’s capacity. The whole pack must fit, without clipping or partial delivery. If any resource would overflow, the pack remains intact and the operation is rolled back. Reserves already above capacity are never reduced by opening a pack.
Each opening keeps a private receipt. Sending the same request twice returns the same result without extra credit; a stack or queue changed since preview requires a refresh. Availability requires activation for each world, without crediting earlier days.
Unit packs immediately add their Militia and Archers to the chosen bastion, without payment or a training queue. Frozen and current prerequisites, availability and limits are checked before delivery. A refusal retains the whole pack. These reinforcements count towards ordinary power without granting a training achievement or an activity day.
An accelerator targets one ordinary construction, research or training queue in the world. It removes actual remaining seconds without a second speed multiplier and retains all unused credit in the inventory. An already due queue is resolved without spending the pack. Training keeps its reference rate and adds saved time to completed work, accounting for units already released. Vacation freezes remaining time; cancellation refunds only unfinished ordinary work and never returns time credit already spent. Effects start at actual completion, after production is updated. Missions, treatment and alliance research are excluded.
The interface separates world packs from permanent account cosmetics. One claim can credit both tracks without counting two available actions. The world inventory lists resources, units and accelerators twelve at a time, with quantities and private history. Choose a bastion or queue, review the preview, then confirm; forms also work without JavaScript. Essence retains its purple crystals.
The daily view displays one week at a time, with seven tiles and the bonus in the seventh. The available tile collects all daily packs in one click; collected and upcoming days remain distinct. Each tile’s information button shows its total contents in a tooltip without enlarging the tile. Arrows browse the four weeks of the cycle without advancing progress. Weeks follow claimed visits, with no reset after an absence. The permanent cosmetic track is collapsed below the calendar and equipping remains in the profile.
In administration, Rewards and events lets an administrator choose a world, prepare its rules before announcement, preview the first 28 visits and pause claims and use separately. First manual activation requires a future UTC start, strictly after saving; that date is retained when resuming. The reward library shows illustrated packs and granted, stored and used quantities, with a world filter. Outside automatic deployment inheritance, a world already announced without these rules cannot receive them while running in this version. Inheritance preserves the original published rules, adds a frozen and audited extension, and never resumes already configured or paused worlds.
Rules, speeds and catalogue contents are frozen before the world is announced. Owned packs retain their acquired contents. Only their owner can read the inventory and history, including after closure. Values below correspond to speed ×1.
- Visits 1 to 7: 150 food, 100 dark wood, 75 iron, 10 essence; or 2 Militia; or 5 minutes of acceleration.
- Visits 8 to 14: 300 food, 200 dark wood, 150 iron, 20 essence; or 4 Militia and 1 Archer; or 10 minutes of acceleration.
- Visits 15 to 28: 600 food, 400 dark wood, 300 iron, 40 essence; or 8 Militia and 2 Archers; or 15 minutes of acceleration.
- Visits 29 to 56: 1,200 food, 800 dark wood, 600 iron, 80 essence; or 16 Militia and 4 Archers; or 20 minutes of acceleration.
- From visit 57: 1,800 food, 1,200 dark wood, 900 iron, 120 essence; or 24 Militia and 6 Archers; or 30 minutes of acceleration.
Categories will follow a predictable rotation. Milestone bonuses will supplement that day’s pack without crediting earlier days.
Calendar events
Active editions decorate the game in their selected worlds: scene lighting, interface colors, artwork and seasonal decoration. An illustrated welcome opens when an edition is discovered, once per world in this browser; the event ribbon reopens it later. It waits for other dialogs to close and never records a visit. Animations can be disabled and respect reduced motion. When events overlap, up to three editions are accessible in the welcome; the most recently opened one sets the overall atmosphere. Decoration ends with the presence window, even during the reward claiming grace period. The Rewards counter adds earned event milestones awaiting a claim and one presence to record today per open edition, even after the last keepsake. A presence already recorded today, a suspended or closed edition, or a pause on new visits never creates a presence reminder.
An edition must be published before its opening time in UTC. If that time has passed, the admin shows the reason for rejection: close the confirmation, choose a future opening in the draft, save, then publish again. Publication uses saved values and never credits earlier visits. Event presence must also be enabled for players to participate.
Six prepared themes offer permanent keepsakes: spring, summer, autumn, winter, Christmas / New Year and the game anniversary. Their templates suggest a badge, frame, title and portrait at 1, 3, 5 and 7 visits. Administrators choose dates, audience and milestones before publication; the published edition defines your track. All these keepsakes can be earned without Premium and remain usable in the profile inventory after closure. The game launched on 19 June 2026; its first anniversary is 19 June 2027. Preparing a theme never schedules or publishes an edition.
Administrators can pause new event visits independently of daily claims. Already reached milestones remain claimable until their published deadline and earned rewards stay in the collection. Global switches never change an edition’s dates or rules.
The Events tab in Rewards shows published editions for your account, their audience, opening, presence deadline and a separate deadline for claiming earned milestones. No Halloween edition is published automatically. Spring, summer, autumn, winter and anniversaries follow a shared editorial calendar, independently of world speed and player location.
Publication freezes texts, audience, milestones and promised cosmetics. A new year uses a new draft edition without automatic publication. An edition can target all verified human accounts or active human participants in selected public worlds. It creates no player, participation or Sovereign. Joining a selected world through its regular process later allows joining the edition while presence is still open.
An explicit action records at most one visit per account, edition and UTC day. An absence neither resets progress nor credits missed days. Daily rewards and each edition have separate counters. A daily claim from the same day may serve as evidence if it follows opening; a dedicated presence action remains available when daily rewards were claimed before opening.
After the presence deadline, no new day progresses. Only already earned milestones remain claimable until the separate, exclusive claiming deadline. A day or deadline arriving never grants rewards automatically. Suspension stops new visits while earned rewards remain claimable within their window. An extension never shortens a deadline or the claiming period; a public bilingual history explains it and preserves the original promise.
An enrolled participant keeps the cosmetic track during vacation and after their world enters epilogue or archive. World gameplay objectives do not continue as a result. Owned cosmetics stay permanent, without resources, units, Obols or power. Editions can overlap without multiplying daily rewards or duplicating an owned cosmetic. Presence histories are private and paginated.
A pilot may exceptionally target one internal world explicitly selected by the administration. It stays restricted to that world’s active human participants and never turns the world public. Other world-targeted editions keep their public-world restriction.
The Ashen Vigil offers three keepsakes at 1, 3 and 5 visits on distinct UTC days: the Vigil lantern, the Veilmist frame and the Watcher of the Veilmist title. Its track lasts 14 days, followed by 7 extra days to claim already earned milestones. Check the exact dates displayed in your edition: both the presence and claiming deadlines are exclusive. Joining late never credits earlier days.
Explicitly join the Vigil, confirm your visits and claim each milestone. Stories unlock at reached milestones. All three cosmetics are the same for everyone, without a Premium bonus or economic or military gain. Once claimed, select the badge, frame and title in your collection; they remain free to use after closure. The Vigil badge displays no daily rank. The Rewards indicator can signal an available visit or an earned milestone to claim.
The Sovereign’s season memories
At the next world closure, the Sovereign chronicle will preserve a self-contained summary: the world doctrine and coefficient, founding capital when recorded, final capital, Tavern and Infirmary levels, Heroes, roles and rarities. Previous closures are not reconstructed and an unknown founding capital is labelled accordingly. Capital transfer remains reserved for a separate stage.
Owners can review totals for examined losses, admissions, treatment and recovery, together with the six latest events in each category for each Hero. Paid costs and refunds for retained treatments remain visible. Heroes are shown twelve per page; unfinished or cancelled recruitment retains its status and does not count as a recruited Hero.
Visitors may view historical identities and the public summary of an archived, published season, never detailed assignments or treatment. Internal, hidden and ongoing seasons and anonymized accounts are excluded from public access. Administrators can inspect summaries in read-only mode.
These frozen memories remain readable if definitions or active Heroes disappear. They provide no advantage in another world and cannot recruit a former Hero, treat anyone or restart a mission. The epilogue already blocks new actions; archiving then preserves closing states without replaying them.
Relocating the capital
From the bastion services, open the Tavern and select the Capital relocation button. A second dialog lets you choose the destination, preview the relocation and confirm it. Closing it returns to the Tavern without changing the bastion being viewed.
A future world can separately enable capital relocation, with rules frozen before registrations and opening. The baseline is at least 48 h, a 14-day cooldown after each success, two successful relocations per season and Keep level 3 at the destination. World speed does not accelerate these strategic timers. The physical Tavern and Hero journey can extend the minimum duration.
The destination pays 4,000 food, 6,000 dark wood, 3,000 iron and 1,000 essence at departure. The preview shows both bastions, duration, costs and roster before confirmation. Costs are consumed without cancellation or refund, even on failure. Duplicate submissions cannot pay or relocate twice.
Both bastions must belong to the same active participation, with a unique capital. Vacation and Finale block relocation, which must be able to arrive before the Finale starts. A raid already heading to either bastion blocks departure. Raids launched afterwards remain possible and do not cancel relocation. Only one operation can be active at a time.
No recruitment or Tavern construction may be active. All Heroes must be available, healed and back at the capital. They become unavailable during relocation. The Tavern temporarily closes, retains its level and moves with the roster. Personal offers keep their normal calendar without a free cycle or extra refresh.
Stocks, troops, ordinary buildings, queues and Infirmaries stay in their bastion. The selected bastion does not change. The founding capital remains immutable. At the deadline, the server checks ownership, institutions, timing and Heroes again before switching both seats atomically. A technical delay does not invalidate an arrival scheduled before the Finale, provided the other conditions still hold.
If the destination is lost, the roster must finish its return journey before becoming available; the capital and Tavern retain their former seat. World closure interrupts relocation before archiving. An exceptional loss of the home bastion requires administrative correction without teleporting Heroes elsewhere. History and a report explain success or failure. Successful relocations join seasonal memories, including intermediate capitals; preparations and the roster remain private.
Permanent account and seasonal worlds
After signing in successfully, the default destination is the active bastion in the selected world; without an available bastion, the game returns to the Lobby. A protected link opened before signing in still takes priority and resumes the requested page. Email verification remains required before entering the game. Signing in alone creates neither a player nor a bastion.
The /game entry opens the active bastion in the selected world directly. If no bastion is selected or the selection is no longer valid, an owned capital in that world is preferred, followed by another owned bastion. Without a bastion in the selected world, or without a selected world, the player returns to the Lobby to choose a game. A selected archive remains accessible through its bastion in read-only mode. The bastion network remains available in the Empire panel.
The people chosen in the current world appears below the active bastion name and in the mobile header. Click its name to view its strengths and trade-off without leaving the page. This panel reflects the current participation and does not allow changing people during the season.
The account and player identity are permanent: credentials, access rights, Premium, cosmetic preferences, distinctions and compatible history stay attached to the player. Each world instead has its own competitive participation with its bastions, resources, buildings, units, research, territories, objectives, alliance, reputation and ranking. Progress earned in one world therefore grants no power advantage in another.
Every world has a French name and an English name. The Lobby, game, public pages, emails, and archives automatically display the name matching the player’s chosen language, while its technical identifier remains unchanged. A Latin or language-neutral name can simply be entered identically in both languages.
When the first bastion is created, a welcome report summarizes this seasonal cycle and provides direct access to the season calendar, wiki and updates. These resources are also grouped with account management under Settings.
Every detailed report carries an illustrated banner for its family: system, progression, intelligence, offense, defense, territory, logistics, protection, or alliance and Ash. This visual identity helps players recognize its nature without replacing its title or text label; only major events, such as entering a season, may receive their own illustration. A new report is written in the language currently saved on its recipient’s account, including when an action completes automatically in the background.
A world moves through four phases: preparation, open, epilogue and archived. Only the open phase accepts progression and game actions. During epilogue or after archiving, the map, reports, ranking and chronicles remain available to browse, while production, queues, missions and automatic resolutions are frozen.
Within its open period, a seasonal world follows four distinct stages: settlement, regional expansion, fronts and conflicts, then the finale. Each world defines its calendar and stage durations and keeps them in its rules snapshot. This seasonal clock does not by itself enable a mechanic that is not configured for that world.
During settlement, progression remains local. Travel through regional passages opens with expansion. Passage conquest and Ash Front operations begin during the conflicts phase. Heart of Ash mechanics remain reserved for the finale. A locked action names its required phase, and the seasonal schedule is available from the world interface.
Twenty-four hours before regional expansion, fronts and conflicts, and then the finale open, every human player whose participation in the world remains active receives a role-play email in their saved account language. Each announcement recalls the scheduled time and what the new stage makes available. NPCs and internal sandbox worlds do not receive these messages.
Players can retain access to older games and switch between worlds in which they participate. Returning to an archive restores that world’s exact context without replacing the permanent account identity or mixing its data with the active season.
The Lobby catalog separates worlds to join, active participations, and archives. It shows their age, human population, speeds, seasonal stage, Atlas size, registration window, and capacity. NPCs count toward neither the public population nor human capacity.
Administrators can remove an archive from the Lobby when it should no longer clutter the catalog. This setting hides only its Lobby card: it deletes neither the world, its participations, nor its preserved reports and snapshots.
The Lobby is now the gateway to this catalog. After verifying their address, a new account chooses its first world there; an existing player can join a new season, resume a participation, or browse an archive. Settings > Worlds keeps the game and archive history plus a Lobby button, without offering a new start. A frozen-world banner also provides a way back.
A new start is allowed only in an open world with registration enabled, within its registration window, below its human capacity, and with an available starting region. The server always enforces these conditions; an internal world is never offered as a new destination.
Joining a world follows four steps: world, people, starting region, then confirmation. Choices form a draft that resumes after signing back in, with back and cancel actions available. When only one world is actually available, it is selected automatically. Every new participation chooses between the Ember Clans, Ash Guilds, and Free Marches.
At the starting-region step, each option displays a miniature of the geography actually generated for that season. This preview contains terrain only: players, bastions, available positions, resources, structures, ownership, strategic passages, and movements remain hidden.
Only ordinary regions explicitly opened to new starts are offered. Each has an admin-managed human capacity and recommendation weight. NPCs use no place: recommendation compares weighted human occupancy only, and a full region disappears from both selection and the world catalog.
Before a world opens, an admin-managed process generates its regions and maps, reserves and validates player positions, then places three NPCs in every starting region, one for each people. Each instance receives a distinct regional identity and bastion name while retaining its faction doctrine. Every such position remains in the main passable component and avoids resources, passages, landmarks and other starts. Two starts remain strictly more than seven tiles apart, meaning at least eight tiles, while NPCs occupy three distinct sectors and remain at least eighteen tiles apart. Every player position retains at least two reachable NPCs within a reasonable regional distance and at least one exploitable resource inside its initial territorial range. At every registration, unassigned reservations are checked again against all current territorial influence, including NPC bastions, towers and outposts; any reservation now covered is regenerated elsewhere. Repairing a legacy world adopts existing NPCs into their regional people instead of duplicating them and preserves their progression. It also recovers recognizable legacy profiles whose key is missing, replaces their technical neutral reservations without conflicts, and recreates any missing player positions without reusing an existing identifier. Existing human bastions are never moved to satisfy a newer starting rule; only unassigned reservations are regenerated and, when a legacy map can no longer fit its configured capacity, that capacity is adjusted to the number of valid starts retained. The official seasonal ranking compares players only; NPCs remain available in a separate regional-forces ranking. The world cannot open until these checks succeed.
Your people is an immutable seasonal choice. Ember Clans raid 10% faster and carry 15% more raid loot, but construct 6% more slowly. Ash Guilds construct 10% faster and produce 8% more resources, but their raids are 8% slower. Free Marches, recommended for newcomers, construct and raid 3% faster with 2% more production, at the cost of 5% less raid cargo.
No participation or bastion exists before final confirmation. At that point, the server locks the world, checks its window and capacity again, reserves a free position in the selected region, then creates the participation, bastion, resources, buildings, units, protection, and welcome report together. A repeated submission therefore cannot create a second start.
Every new official season starts from a map generated with a new random seed. Regions, terrain, resources, passages, starting positions, and finale elements are generated and validated before opening. The single administrative creation form also sets landmark activation, enabled families, and any seasonal objective; current technical versions and regional quotas are applied automatically before generation. During administrative creation, a window automatically follows every step through validation and can then open the world directly, with an explicit choice over registrations. The approved map and rules are then frozen: no automatic regeneration can change the geography or enable a competitive module late in an announced or open season.
Administrators can nevertheless expand a world in preparation or already open up to six standard regions. The process adds only the new maps, their player starts, nearby resources, three NPC forces, and Atlas passages, then validates them before making them available. Existing regions, bastions, positions, and NPCs are neither regenerated nor moved.
For Chronicle Zero, the cosmetic Founder badge requires at least 14 distinct active days during the season. A day counts from the first successful meaningful game action, such as building, researching, training, launching a mission, acting on the map, trading, or contributing to an alliance action. Signing in, navigating, refreshing, reading or sending messages, changing a preference, or cancelling an action is not enough. Multiple actions on the same day still count as one active day.
The initial 3 + 5 + 5 + 3-week split remains configurable. Chronicle Zero is an invitation-only closed beta: preparation, announcement, and opening are three separate approvals, and saving a date never opens the world or sends invitations automatically.
Power and ranking
Ranking power adds 100 points per building level, 10 points per owned unit, 250 points per research level, and 1 point per Honor point.
Every unit in the world remains counted: inside bastions, on missions or transfers, travelling toward a territorial action, and stationed in tower, outpost, passage, or anchor garrisons. Combat losses reduce power; moving or stationing survivors does not.
Rankings are recalculated every fifteen minutes. The displayed value may therefore wait for the next recalculation after construction, research, training, an Honor gain, or military losses.
Player rankings show each player’s current alliance. A separate tab ranks alliances by the combined power of their members and also compares average power, member count, and Ash Seals without mixing those values into the individual ranking.
Formula: (building levels × 100) + (owned units × 10) + (research levels × 250) + Honor.
Ash Seals and alliance progress
Ash Seals measure an alliance’s lasting seasonal achievements. They are added to its total, cannot be spent or transferred, and remain visible in an immutable ledger.
An alliance can currently earn Seals by completing an alliance objective, capturing each regional passage for the first time, and reaching milestones on an Ash Front. Award amounts and the whole system can be managed by administrators.
Every source has a unique key: repeating an objective, recapturing an already rewarded passage, or restarting an operation on the same front cannot create the same reward twice. When a player directly triggers the achievement, their name is preserved as contributor; other gains remain collective.
Ash Seals represent shared alliance progress. Individual attribution preserved in the ledger is historical and grants no personal power bonus.
How to read this wiki
The wiki is meant to be a gameplay guide as much as a reference. The opening chapters explain intent and common situations; the cards and tables that follow provide exact values read from the server.
When a rule depends on an admin setting, the page explains the general logic first, then exposes the active values. You can understand the game without memorizing every technical key.
Following updates
Every player-visible change prepares a French and English fragment in the project. After a successful deployment, all new fragments are assembled into one draft and grouped as features, improvements, balance changes, fixes and known issues.
The draft stays hidden and editable in the administration area. Only an administrator can approve it and then publish it manually and immediately; no deployment, schedule or automation can make it public.
In the game, a badge highlights visible notes published since the account was created that have not been opened yet, so a new player starts with a count of zero. Opening a note marks it as read for the signed-in player, and the page can mark every update as read in one action; visitors can also read notes intended for the public.
The public site also provides permanent pages for worlds, their archives, guides and chronicles. Every page has a stable French and English address so it can be shared and found without depending on a language stored in a session. On a first visit, a visitor without a saved preference is welcomed in the supported language preferred by their browser; when no language matches, the site uses English. Their explicit FR or EN choice is then remembered.
Every publication is signed “Equipe de Bastions of Ash” and can link directly to the wiki chapter that explains the affected rule.
The server remains the source of truth
Wiki text describes player-facing rules. When in doubt, server validation always wins: range, cost, travel time, capacity, diplomacy and the real map state are recalculated when an action is taken.
Each action respects the world state of the targeted bastion and its participation’s vacation mode, even from an old open page. A disabled building, research or unit definition can no longer start a new queue.
Automatic catch-up continues to check overdue actions and missing reports. Units join their bastion at their own deadline.
An interruption to realtime notifications does not undo an operation already recorded. Its result and report remain available; delivery of the new-report signal is retried separately.
Whichever game page is open, a unit, construction, research, or mission deadline triggers server resolution and its report when applicable. Only the affected areas are then updated. Each trained unit still joins the bastion at its own deadline, without waiting for the full batch. The full page does not reload, preserving in-progress input, open windows, and reading position. On the map, a closed Target panel stays closed, the selected route remains visible, and an open action modal with its composition is not replaced by an automatic refresh. After a map action is successfully submitted, however, its window closes and the panel is updated immediately.
- Building, research and unit definitions come from the database.
- Active settings reflect the current admin-managed world values.
- Narrative chapters explain why those values matter in play.