is a turn based strategy game, it is not fancy, this is pure gameplay oriented strategy.

Help topics

How to play quick guide

Units

Unit/structure types
Unit properties comparison

Technologies

Technology types
Technology stealing

Attack

Attack rules
Attack instinct

Other

Constructing structures
Allies
Waypoints and production gather points
Gems
Upgrades
Badges (Multiplayer)


Special thanks to / Credits

Feedback

How to play quick guide

Who is effective against who:

In-Game buttons:

 

 

Unit/structure types

The unit properties are shown in tables here.
In this list there are some specialities of some units:

  • Assassin:
  • Occupy-able units: these units can occupy TC
  • Units/Structures in Upgrades section: there are special units and structures in the Upgrades section that can be bought using gems , they and their properties are not listed here (get them to see their properties).
  • Unit properties comparison

    Here is a small table to help compare the unit properties.
    These are the basic unit properties, these values can be changed by researching technologies unlocked in Upgrades secion.

    Attack, defense, sight and speed properties

      Cost HP Power Range Armor &
    resistance
    Speed Sight


    Skirmisher

    2
    8
    4
    3
    0/0 (0%)
    3
    3


    Archer

    2
    11
    5
    5
    0/0 (0%)
    3
    7


    Pikeman

    2
    11
    6
    1
    0/0 (0%)
    3
    4


    Swordsman

    2
    18
    8
    1
    0/0 (0%)
    3
    4


    Assassin

    4
    8
    3
    1
    0/0 (0%)
    3
    5


    Knight

    4
    32
    10
    1
    2/2 (0%)
    5
    5


    Catapult

    8
    16
    33
    7
    0/6 (40%)
    1
    8


    Warship

    4
    41
    7
    6
    0/6 (20%)
    5
    7


    Destroyer

    7
    41
    35
    1
    0/4 (40%)
    5
    4


    Ornithopter

    5
    11
    21
    1
    0/0 (20%)
    10
    4


    Healer

    3
    10
    3
    1
    0/0 (50%)
    2
    4


    Worker

    3
    10
    1
    1
    0/0 (0%)
    3
    5


    Wagon

    4
    25
    1
    1
    0/3 (100%)
    5
    5


    Transport ship

    4
    33
    1
    1
    0/4 (100%)
    5
    5


    Scout

    1
    5
    1
    1
    0/2 (0%)
    6
    6


    Scout bird

    2
    2
    2
    1
    0/2 (0%)
    6
    8
    Tower
    5*
    50
    5
    5
    0/2 (100%)
    0
    8


    Watch tower

    2*
    8
    0
    0
    0/0 (100%)
    0
    8


    Wall

    3*
    75
    0
    0
    4/5 (100%)
    0
    1
    Barracks
    5*
    20
    0
    0
    0/0 (100%)
    0
    3


    Bridge

    2*
    5
    0
    0
    0/4 (100%)
    0
    1
    Town Center
    -
    -
    -
    -
    -
    -
    4
                   
                   

    Heal/Mend/Garrison capacity poperties

      Heal rate Heal range Mend rate Mend range Conversion probability Conv. range Garrison capacity Required tech.

    Worker
       
    10
    1
           

    Healer
    10
    2
       
    20%
    4
       
    Tower
    4
    0*
     
    0*
       
    1
     
    Town Center
    4
    0*
     
    0*
       
    4
     

    Catapult
                 
    Ballistics

    Ornithopter
                 
    Flight

    Wagon
               
    3
     
    Barracks
               
    1
     

    Transport ship
               
    1
     

    Bridge
               
    1
     

     

    Bonus table

    The table shows which unit has bonus against the other, eg: Archer has bonus against a Swordsman, the % value is the additional extra power.

     

    (rows: who has bonus, columns: against whom)

     


    +50%


    50%
    50%


    450%


    100%
    100%
    100%


    50%
    50%
    50%
    50%


    30%
    30%
    30%
    10%


    30%


    30%
    30%
    30%


    30%
    30%
    30%
    30%

     

    Technology types

    Technologies are inventions to enhance basic unit types / game rules. Here is a table of the starting ones. More techs can be unlocked in Upgrades section.

      Cost Gain Required tech


    Writing

    4
    Gives the player the ability to see what his/her allies see (exploration, and line of sight)  


    Ballistics

    6
    Required to build Catapult  


    Flight

    5
    Required to build Ornithopter  


    Town patrol

    6
    Increases the line of sight (LOS) of Towers and Walls by +2
    (affects existing Towers/Walls also)
     


    Masonry

    6
    Increases the health points (HP) of Towers and Walls by +20
    (affects existing Towers/Walls also)
     


    Ambidextria

    4

    Increases the Mend rate of the Worker units by +5
    (affects existing Workers also)

     


    Area damage

    7
    Catapults will have area damage, meaning that not only the targeted tile is affected but the adjacent ones too
    (affects existing Catapults also)
    Ballistics


    Persuasion

    4

    Healers have +30% conversion probability
    (affects existing Healers also)

     


    Stealing

    3
    You have an additional +30% chance (to the basic 10%) to steal a technology when you occupy enemy TC.  

     

    Technology stealing

    You can steal technology from your enemies by occupying their TC. You have by default 10% chance to steal a technology which you don't posses yet. You can increase your chances to 40% by researching the "Stealing" technology.

    Attack Rules

    Attack Instinct

    If you forget to use unit action in the current turn, and you press the Next Turn button, the unit will act something based on its AI: eg Archer will shoot a non-adjacent enemy, a Worker will mend nearby units.

    but they will not:

    Constructing structures

    The Worker unit can construct structures (Wall/Tower/Bridge/Barracks and other structures from Upgrade section).

    Barracks: they (and other similar "factory" building) are limited to the maximum number of TCs you own currently (if you have 4 TCs then you can build maximum 4 factory structures, eg. barracks)

    The construction mechanism

    1. Action: Worker places the basis of the structure
    2. Action: Worker constructs the unit with based its "mend rate" value an the building's "mending bonus when constructing" (increases HP)
    3. (and so on until max HP reached, when the "under-construction" state is removed and the structure is ready)

    remark: if a building under construction has a positive "mending bonus when constructing" value, it will receive extra damage when damaged during construction. The used formula is: the damage * "mending bonus when constructing" value.

    Allies

    You (or any player) can have allies (Human or AI) to help in the conquest. The teams representing allies and enemies can be set during game creation.

    An ally can

    An ally can not

     

    Waypoints and production gather points

    Unit waypoint: You can use the "Set point" button on a unit to designate a waypoint (target position) where it should go automatically.

    Town construction point: you can set a waypoint to the town also, if so than every newly created unit in that TC will inherit a "Unit waypoint" designating to the target construction point tile.

    Gems

    You can earn gems by completing campaign maps, and you will get more gems if you complete those maps with more stars (=> faster) (you can also get gems by promotions and donations).

    Upgrades

    Here you can spend your gems to upgrade the gameplay with special units/structures and effects.
    These are the upgrade types you can choose from:

    The upgrades are freely usable in campaigns, but in random and multiplayer games they available only if the game creator sets up the "Enable upgrades"setting to one of these:

    Badges (Multiplayer)

    You can earn badges in multiplayer games, all badge represent you activeness and responsiveness to games (so it DOES NOT show your skills in game!), so this badge shows the reliability of the player
    Reason: The main reason of these badges is that there are many players who start a multiplayer game and do not finish them, uninstalling the game or, when they are losing, they just stop playing the game instead of withdrawing.
    This is why we started valuating players who are active and always finish their games (winning/losing/withdrawing) with badges
    How to earn badges: Play many games, and do not get skipped or kicked and you will get a better badge.
    Filtering out unreliable players: Also on creating a multiplayer game you can set the minimal badge requirement in the "Player Filter" field, so the players can join only by having the required badge (minimum).

    Default badge (for rookies)
    Level 1
    Level 2
    Level 3
    Level 4
    Level 5 the best and most active players

    Also we have negative badges for the ones who get skipped and kicked regularily:
    Unreliable Level 1
    Unreliable Level 2
    Unreliable Level 3 - The worst reliability

    The best (Level 5) badge is given if you have in the last 2 months at least 1-2 finished (or long running) games per week, and have no skips/kicks.


    Feedback

    Any comments, feedback, suggestions on Age of Strategy please write to us using the link below.
    zerotouchsystems@gmail.com

     

    Special thanks to / Credits