Bastions of Ash
Login Request an invitation

Living rules

Rules wiki

These pages read the active game definitions and settings. They are a public reference, but the server remains the source of truth.

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 and email controls. 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.

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.

Permanent account and seasonal worlds

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.

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.

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. 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 is then frozen: no automatic regeneration can change the geography of 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.

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 that have not been opened yet. Opening a note marks it as read for the signed-in player; 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.

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.

Reference

Values and definitions