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:

Unit properties comparison

Here are small tables to help compare the unit properties.
These are the basic unit properties, these values can be changed by researching technologies.

Attack/Defense, sight and movement properties

  Cost Hp Power Range Armor &
resistance
Move 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

6
11
1
1
0/0 (20%)
4
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 have bonus against the other eg: Archer have bonus against a SwordsMan, the % value is the additional extra power.

 

(rows: who have bonus, columns: against who)

 


+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.

  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
This tech. is required to build Catapult  


Flight

5
This tech. is 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 neighboring ones too
(affects existing Catapults also)
Ballistics


Persuasion

4

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

 


Stealing

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

 

Technology stealing

You can steal technology from an enemy by occupying its buildings (TC), you have by default 10% chance to steal a techology (you do not already have). You can increase your chances by inventing 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 the 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 TC-s you own currently (if you have 4 TCs than 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 what is under construction, and had a positive "mending bonus when constructing" value, than it will receive extra damage, exactly: the damage * "mending bonus when constructing" value.

Allies

You (or any player) can have allies (Human or AI) to help in the conquest, on the game creator form you can set teams representing allies and enemies.

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 Town 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 does not finishes them (because of uninstalling the game, or on a losing position they stop playing the game instead of withdrawing.).
This is why we start 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 any 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