Find below the official game manual for World Empires Live.
1. Getting Started
Windows 7 users
Install the game by extracting the compressed files
into desired folder.
Install the game by double clicking the wel.exe file
that comes in a compressed format.
1.2 Minimum System Requirements
Windows 2000, XP, Vista, Win7
Pentium 2.2 GHz or compatible
1.5 GB RAM
Game requires a resolution of at leist 1024x768
1.3 Running the Game
Windows 7 users
Double click the wel.exe in the folder where you
installed the game
Double click the desktop shortcut or start the game
from the Start Menu in Program->World Empires Live->World
alternatively double click the wel.exe in the folder
where you installed the game
1.4 Main Menu
From the main menu there are a number of buttons. To
start playing click the Start Game button. The online Manual is
reached by clicking the Manual button.
1.5 The Matchmaking
When you clicked start game you are taken to the
matchmaking screen. In the top left corner you log in using your
registered name and password. Registration is done at the home site
From the matchmaking screen you can play single
player and multiplayer games, extend your subscription and chat with
other logged into the World Empires Live server. The matchmaking
screen has a main lobby to the left with yellow background. Here the
games, users and chat messages in the main lobby is shown. You can
chat by clicking the field below saying Enter Chat Message. Enter any
text into the field and press enter to chat publicly.
Single Player Game
Simply click the Host button which opens up the host
game dialog. Click OK button and game will automatically start.
To play multiplayer game we recommend a solid and
rapid Internet connection. You can play multiplayer in two ways,
hosting or joining. It is strongly recommended that the player
hosting has the fastest Internet connection and PC.
Click Host button
Select either Free For All, Duel 1v1, Team 2v2, Team
3v3 or Team 4v4.
You game will now be listed in the lobby under Games.
You cannot view your own hosted game but other can.
Whenever you see a game listed in Games section you
can join it unless you are already hosting your own game. Click the
desired game and it will light up in blue. The Join button will now
light up to white and can be clicked. Click the Join button and you
will be connecting to the host
The Game Room
When you are hosting a game or joining a game the
game room section is used. Here you can chat with others who joined
the same game. The game room is positioned in the bottom right of the
matchmaking screen and has a blue chat field (contrary to the yellow
chat area in the main lobby).
If you joined a game your options are to leave room
by clicking the cancel button or to signal host to start the game by
clicking the Ready Button.
If you are the host, the options for you in the game
room is to start game, cancel or ban. To ban a user click its name in
the light blue field and click Ban button. To cancel the game press
the cancel button. To start the game press the Start Button. In Duel
and Team games you cannot start the game until all players have
joined and clicked ready.
When host has clicked the Start Button all players
will receive a signal plus get a message “Game Starting”
in the blue game room chat area.
2. How To Play
2.1 The start
When game starts you are taken to the Map Screen
showing a large map with a number of units, cities and resources on.
Depending on if you play the game with Fog of War or not, the amount
of the map you can see can be limited.
You start controlling a tribe with a Capital City and
compete with all other factions on the map. The game starts in 2000
B.C and will continue until 2000 A.D determining the winning faction
or team by counting Victory Points. Game can also be won before 2000
A.D if a total conquest condition is fulfilled.
To achieve your goal you move and control military
and non military units, conduct science, purchase and deploy units,
find build and upgrade resources, upgrade cities, sign trade deals
and import, steal technologies, make pacts or declare war and control
2.2 The user interface
The user interface enables you to do all the tasks
needed to win. For the Map screen you have a top bar showing all the
information of your faction. Luxury Item, Raw Material, Manpower,
Coin and Victory Points are shown as well as the timer in the top
right corner. When the timer reaches zero a new turn is started
In the bottom right section of the Map screen is the
Faction panel displaying basic information on your factions and
holding 10 buttons. Starting from the top is your Faction name, your
user name and your era. The 10 buttons are used to navigate through
Starting with the first row from the left is
Used to deploy units that you have finished
producing. In the start of the game you can only deploy units near
your Capital or Sea Ports (for naval units). Later in game those
options expand. If you have any units available this button will be
enabled and clicking it will open up the force pool. Click a
highlighted hex to deploy there or right click to cancel and close
the force pool.
Hint: You need to produce a unit before deploying,
check purchase button.
Declare War Button
Clicking this button takes you to a zoomed out war
map. You can always zoom back in again by using a mouse scroll wheel
or by clicking the zoom button in the mini map to the left of the
button panel (zoom button looks like a magnifying glass). War map
shows the flags of all the factions that you currently have
discovered in game. By clicking any of these flags or their faction
you declare war on them. If it is not possible declaring war you will
be given a tool tip explaining to you why it is not possible.
Hint: Declaring war on enemies on another continent
than yours can be done after moving a naval unit loaded with a
military unit on their coast.
Import Raw Material Button
This is a toggle button which defaults to ON. Having
this button on means that you will auto import raw materials any
chance you get. When you import you pain 2 coin for every 1 raw
material. Having this toggle OFF means you do not import any Raw
Import Luxury Item Button
This is a toggle button which defaults to ON. Having
this button on means that you will auto import luxury item any chance
you get. When you import you pain 2 coin for every 1 luxury item.
Having this toggle OFF means you do not import any luxury item.
Pay Tribute Button
This button is only available when you have received
a threat from Pirates. Clicking it means paying them coin and they
will leave you alone (for now).
This button will jump back showing the map when you
are positioned in some of the other menus.
This button open up the purchase screen. In purchase
screen you can select any unit that is available from your
technologies. Click a unit to select it. Units require coin in order
to be produced. Some units also require manpower and raw material. If
you have all needed for producing. If you meet all of these
conditions the purchase button to the left will be red and
highlighted. Click it to start producing the unit. Your unit will now
be shown in the production queue above and can be deployed only when
it is finished. Naval units also require you to have a Sea Port
built. Click any of your coastal hexes and click the Build Sea Port
button in the Terrain Panel (bottom left of Map Screen) to construct
a Sea Port.
This button open up the science screen. Buy a
scientist by clicking one of the arrow buttons to the left in desired
category. Click one of the focus buttons to focus on a certain branch
boosting its science at the cost of a slower science in the other 2
branches. You can also switch back to the balanced focus again by
clicking the weight of scales button. You use up focus points doing
this so you cannot shift your focus too often. Advancing into a new
era will give you new focus points.
Hint: There is a Dark Ages event that halt all
science. When this happens you need to go into science screen again
and buy new scientists. The science button has a white exclamation
point when science is halted. The Dark Age event affects all factions
globally and is signalled with both a sound effect and a message in
the chat area of the map
This button will open up a statistics screen. You can
view any factions and their victory points here. If game reaches 2000
A.D the faction or team with the highest VP wins. Note that some
factions Statistics Info may be hidden depending on FoW and other
factors described in the section “Era”.
Exit the Statistics screen by clicking the To Map
This button opens up a options dialog. Here you can
toggle of a lot of options as well as quitting the game and returning
to the Matchmaking screen.
Hint: Music, Animation and Tool tip require a lot of
processing power. On a slower machine toggling these options OFF will
Map and Mini map
The big map in the centre of the Map Screen shows all
units, cities, resources, borders, terrain and animations that you
currently see. If you play a game with Fog of War OFF you will always
see the whole map. If you play a game with Fog of War ON you will
only see the hexes in your line of sight. Units have individual sight
ranges that spot hexes. Rest of the map will be covered by a dark
Positioning the map can be done by clicking Home,
End, Page Up, Page Down by right clicking the map or by clicking the
Scrolling the map can be done by positioning the
mouse pointer on the edge of the screen or by pressing the arrow keys
on your keyboard.
Mini map has buttons for filtering showing either
units, resources or diplomatic status on the Mini map The Mini map
also have 2 buttons for toggling on Unit or City Names for the BIG
There is also a zoom button (magnifying glass to the
right) which can switch between 3 zoom level for the maps. Mouse
wheel can also be used for zooming in or out.
The Mini map also shows the current date.
The Unit Panel is in the bottom left of the Map
Screen. It can be viewed by pointing at a unit on the map or by
clicking the unit tab from the terrain panel.
The unit panel shows info on the unit and also have
some buttons. The buttons can only be used if you have selected a
unit. To select a unit, left click any of your faction units that are
have not yet moved or push Page Down key. Left click again and it
will jump to the terrain panel. To deselect the unit simply right
In the unit panel is a disband button (death skull)
that if clicked will disband the unit and remove it from the map.
There is also a terrain button (tree) that if clicked on shows the
The Terrain Panel is in the bottom left of the Map
Screen. It can be viewed by left clicking on a selected or tool
tipped unit or by left clicking an empty hex. Click again to jump to
the unit panel (only works if there is unit on the hex). The Terrain
Panel shows information on the hex and also have some buttons. The
buttons can only be used for hexes that you currently control.
Unit Button - Jumps to the unit panel
Diplomacy Button – Jumps to the Diplomacy Panel
of the owner of that hex
Upgrade Size Button – Can be done to open newly
found resources or to expand cities into larger size. Expanding a
city increases its population. Note that upgrading temporarily puts
the city defences in disorder.
Upgrade Defences Button – Can be done to cities
and increases their defence bonus against attacks. Note that
upgrading temporarily puts the city defences in disorder.
Build Sea Port Button – Can be done to Coastal
Hexes that you own. Building a sea port allows you to build and
deploy Naval Units.
Destroy Sea Port Button – Can be done to erase
a Sea Port that you own.
The diplomacy on the bottom left of the Map Screen
shows diplomatic status of the currently viewed faction. This
defaults to your own faction but you can also view other factions by
right clicking their units or clicking a diplomacy button in the
The diplomacy panel shows basic info about the
faction and also lists all factions except neutral ones
War: Lists all factions at war with.
Truce: Lists all factions that have a time limited
truce or peace deal with
Team: Lists all players on the same team as you (in
[F1] - Jump to Map
[F2] - Jump to Purchase
[F3] - Jump to Research
[+/-] - zoom in/out on map
[arrow keys] - scroll the map
[page up] - next ready unit
[page down] - prev ready unit
[home] - jumps to your Capital
[end] - jumps to next of your Resources
[enter] - starts up chat box
[pause] - pause game (only in single player)
[p] - pause game (only in single player)
[g] - toggle hex grid on/off
[s] - sentry
3.1 Diplomatic Relations
When game starts you are neutral to all other
factions except the ones on your team (only in team game). Pirates or
Rebels are exception to this rule, you are always at war with them.
Neutral means you normally cannot attack them or cross their borders
but there are exceptions (see War section)
A truce is a duration that eventually expire. When it
expires the state goes back to neutral. When a truce it active you
cannot Declare War on this faction and you cannot steal technologies
from them. Furthermore your naval units cannot conduct trade wards by
attacking their naval units.
Team is a truce that lasts throughout the game and
cannot be changed. Your team also provides you with their vision so
you will be able to view a larger part of the map if playing with Fog
You can declare war on
foreign factions if you have all of the blow conditions satisfied
At leist one military unit next to their border
You have no ongoing truce or non aggression deal
The faction is not on the same Team as you
You have not
reached your max amount of simultaneous wars
At war means you can
enter enemy land and attack enemy military units. Special units like
Spies can always attack any foreign units so are an exception to this
rule. Special units can also always enter foreign land except
Prospectors which will only move inside your boundaries. Naval units
can attack neutral foreign naval units but not Naval units which you
have a truce with or are on the same team as you.
A war ends either with a
negotiator signing a peace deal or if one of the factions conquer the
other factions Capital. When peace is signed the all Cities or
Capitals conquered in the war is returned to their original owner
except that the winner of the war will keep conquered cities. Conquer
enemy Cities first, before you take their Capital if you want to
expand your empire.
If a Faction who has
only a Capital so no extra cities prior to the war loses its Capital
in the war they are annexed and eliminated. The Capital will be
converted into a City and held by the winner of the war.
4.1 The Basics
The economic factors in
the game are Coin, Raw Material, Luxury Item and Manpower
Coin is used for
producing/repairing units, recruiting scientists, paying tribute to
pirates, paying upkeep for units, upgrading Cities and building Raw
Material sites or Luxury Item sites. Coin is generated by technology,
population, fish trade and by exporting raw material or luxury
Raw Material is used for
producing/repairing certain unit types and for upgrading city size
and walls. It is generated by Raw Material Sites plus can be imported
from other factions paying with coin.
Luxury Item is used for
educating your population. It is generated by Luxury Items sites, can
be imported from other factions and is also generated in later eras
Manpower is used for
producing/repairing most military units. It is generated by
population plus a certain basic factor
Victory points is
generated by population and faction eras and ultimately decides
victory in a standard game.
4.2 Faction Eras
The amount of
technologies of your faction determines what Era you are in.
Advancing to a higher era provides a one time boost to science. Some
actions in game such as negotiating peace and signing trade deals is
easier if you have a higher Era than the other factions. An exception
is stealing technology where a low Era Level actually makes it easier
for you to steal from others.
Higher eras also have
some special continuous bonuses defined below. Higher eras also
require more luxury to maintain or increase your population levels.
Stone Age – Statistic Info: Discovered
Neighbour Factions and Player Factions
Bronze Age - Statistic Info: Discovered
Neighbour Factions and Player Factions
Iron Age - Statistic Info: Discovered Neighbour
Factions and Player Factions
Medieval Age – Can deploy in any city on
main continent. Statistic info: Discovered factions and Player
Gunpowder Age – Can deploy in an y city in
main continent, Fishing generate some luxury.
Statistic info: All factions
Modern Age –
Can deploy in any City, Fishing generate some luxury. Statistic
info: All Factions
All cities on map have a
population. It can be increase by upgrading the city size. That
requires raw material and also certain technologies that can be
reached by science.
There are 4 population
levels in WEL. They generate bonuses and resources to their faction.
Hunter - 1 coin, 1 manpower
Farmer - 1 coin, 6 manpower, 2 VP
Citizen 1 coin, 4 manpower, 3 VP
Statesman 1 coin, 3
manpower, 4 VP, 1max lab.
4.4 Cities and Capitals
Cities and Capitals can
get damaged or ruined if their wall value drop too low. This is shown
on map with 2 flames (damaged) or 4 flames (severely damaged). A
ruined City or Capital give no population bonuses whatsoever and in
addition all education stops there. A damaged City get Coin and
Manpower bonuses but not VP or max labs bonuses.
Things that will reduce
walls and lead to these bad states are
a defending unit
taking casualties when being inside the City or Capital.
attacking the City or Capital
by enemy during war
Pirates or Rebels
conquering their objective will not only burn it but will also
plunder and get coins from that Faction.
Capitals slowly build up their walls to full state.
All pops start on Hunter
level in game which is the worst level. The level can increase but
also decrease depending on how well you supply your population with
Luxury Items. Population will automatically slowly consume the
national stockpile of Luxury item. As you advance through eras you
will find that population demands higher amounts of luxury in order
to maintain or advance their levels.
4.6 Fishing Trade
Fishing trade can
generate coin for your faction and also some luxury in later eras. To
be able to fish you need to build naval units. That can be done by
researching certain technologies combined with building a sea port.
Sea Ports can be built in any of your coastal land areas. When you
have bought and deployed a naval unit on map, move it next to a fish
and it will automatically trade and receive coins.
Hint: Naval unit are the
perfect Sentry units. Place a naval unit next to a fish and “S”
to sentry it. You can now forget about this unit as long as you press
Page Down a few times. When the fish is running out or if your naval
unit is attacked the sentry will automatically be cancelled which
means you can catch this by using the Page Down key.
Finding Raw Material or
Luxury Item is done by using a Prospector to perform a task on a
prospect area. Prospect areas are marked on the map and you can only
perform on your own faction prospect areas. Once the Raw or Lux Site
is found you need to pay some coin to open it for production. Once
open the site will produce for a long time either Raw Material or
Luxury Item. The amount it generates and the coin price of opening it
depends on your technologies. 50% of the generated raw/lux is
automatically going to export and is eventually exchanged into coins.
The other 50% is added into your faction stockpile
If a country is
conquered its prospect areas and mines are wiped out, so solving your
raw material shortages is better done by trade than by war. Long term
the land you conquer will generate new prospect areas though.
Importing means that you
pay coin for raw or coin for lux. You pay 2 coin for each lux or raw
that you import. Others also pay 2 coin to you whenever you export
from your own sites. There are buttons for regulating your import but
not for export, export is always automatic. Any faction can set
either import or not import for both raw material and for luxury
item. Whenever a raw material site or luxury item site on map has a
large enough stockpile it will randomly export it to any faction that
is importing. Exception is war, factions cannot export to each other
if they are at war.
4.9 Trade deals
If you use a negotiator
unit and perform a task on a raw or lux site on map you can succeed
in signing a trade deal. A trade deal means that you get monopoly on
this trade route. As long as you are not at war with them and you
have positive coin stockpile that site exports exclusively to you.
The trade deal expires whenever any other negotiator signs a deal
with that same site so trade wars can happen when resources are rare.
4.10 Faction Level
The number of cities
held determines your faction level
Faction level is a help
for you knowing how large a faction is without having to spot all
You need science to get new technologies and advance
into new eras. Technologies may provide economic bonuses, enable
upgrades of cities or enable new units to be built. Science is
divided into 4 categories called Combat, Mining, Economy and
Construction. All categories have 3 separate branches. Each branch
will show you the next technology you are working on. You get
progress in all 3 branches of a category but you can also choose to
speed up one of the branches by focusing on it. Click one of the
focus buttons to focus on a certain branch boosting its science at
the cost of a slower science in the other 2 branches. You can also
switch back to the balanced focus again by clicking the weight of
scales button. You use up focus points doing this so you cannot shift
your focus too often. Advancing into a new era will give you new
Science can also be obtained by using Spies to steal
technology and by extra bonuses when advancing your faction into a
Hint: There is a Dark Ages event that halt all
science. When this happens you need to buy new scientists.
6.1 Moving Units
When you select a rested unit by either clicking it
(or pressing Page Up or Page Down) you can move it to any highlighted
hex. Furthermore there will be symbols showing when a unit can
perform tasks such as attack , steal tech, sign deals or prospect a
hex. When you click a highlighted hex or a hex with a special symbol
selected unit will either move or perform that task on the hex. Most
units can also attack after moving which means after reached the
destination any possible destinations for attacking or performing
other tasks will be shown on map and you have to click on it to
perform it. Move+Attack combination has to be done right away i.e.
you cannot move and then
deselect the unit (by right clicking) and then go
back selecting it again the same turn.
6.2 Movement cost
A unit regains a certain amounts of movement points
each turn up to its maximum. Generally units regain about half of
their movement so you need to move each unit every 2nd
turn to optimize movement rate. The page down key only works for
units that are fully rested unit which means using page down you
only need to select units every 2nd turn without losing
any movement pace. The movement point cost of entering hexes will
determine what hexes are highlighted. Clicking a hex will show you
symbols of how many movement points entering this hex cost plus any
extra movement points cost for mobile units. Furthermore some units
have zone of control which means moving close to them use up more
6.2 ZOC movement cost penalty
Only units with zone of control are affected by other
units zone of control. Land units affect land units, naval units
affect naval units. Special units are never affected by ZOC.
ZOC penalty can apply only when you
a) move to a hex with at leist 2 enemy ZOC units
b) if you move from a hex with at leist 1 enemy ZOC
units to a hex with at leist 1 enemy ZOC unit
Hint: Using Page Down combined with Sentry is a
powerful combination that reduces your workload. Simply Sentry the
units you want to not to tough and use Page Down to toggle through
your units every new turn. This is much faster than clicking around
the map if your units are spread out!
6.3 Unit Types
All infantry units are considered normal and have no
All units with an attack range larger than 1 is a
ranged unit. Ranged units are normally great at harassing infantry
units. Ranged units can attack most non ranged units without taking
damage but only if it is the ranged unit being the attacking side and
the other unit the defending side.
Hint: Units that fight against Ranged units use an
Anti-Ranged bonus so beware that some units are specialized to
counter ranged units.
Mobile units are cavalry, chariots, tanks. They are
great against ranged units and also OK against normal units.
Hint: Units that fight against a Mobile units use an
Anti-Mobile bonus so beware that some units are specialized to
counter mobile units.
Siege Units are all units with a siege bombard value
larger than zero. Siege units can in addition to normal attack also
do Siege attacks Resources bringing down their defences. Siege
attacks are automatically done if a Siege Units attack a City.
Hint: using a siege unit a few turns before attacking
a heavily fortified City and following up with other units after can
sometimes be vital especially in Iron Age and Medieval age.
Special units can only attack or be attacked by other
special units. Special units have no Zone of Control. A Special unit
can get cornered and sent back to the production queue if both these
2 conditions are met.
It is adjacent to at leist one foreign military
Adjacent foreign Military Unit+Adjacent Sea
Hexes >= 3
6.4 Combat and Tasks
When pointing on a hex with target on it will
instantly show the combat view below the map. Your unit is on the
left side, the enemy unit is on the right side and in between is the
combat panel. T
he combat panel shows the battle odds with 2 values
and a : in between. A high number is good so it means if you get a
4:2 odds means you are roughly able to damage them twice as much as
they will damage you.
Any special defence bonuses are also shown above the
odds which is
Water penalty – Attacking with naval invasion
has a large penalty for the attacker.
Terrain Penalty – Attacking into certain
terrains have penalty for the attacker. If attacking into a hex with
a resource the resource defence bonus is used here instead.
Mobile Penalty – Mobile units have additional
penalty in certain terrains for the attacker.
clicking on a hex with a target on with a military
unit a battle will occur.
There are a number of
different battle situations.
Unit battle starts with
a shock phase: The attacker will first use its shock to try to reduce
the enemy effectiveness %. Defender tries to dodge this with
survivability and terrain/wall bonus.
After that the damage
phase begins: Attacker and defender simultaneously receive damage.
Attacker use ground
attack, effectiveness, anti-ranged, anti-mobile to try to inflict
hits on the defender. Defender can dodge this using its survivability
Defender will use ground
defence, effectiveness, anti-ranged, anti-mobile values to try to
score hits on the attacker. Attacker dodges this with survivability.
How the factors work: -
You first have a fighting value (ground attack or ground defence or
shock) which is multiplied with your effectiveness and attack penalty
(=defence bonus) and divided by the enemies survivability. This gives
you basic chance of scoring a hit. This basic chance is then modified
by your anti bonuses. If you face a ranged unit and you have
anti-ranged 50% it means your chance of scoring a hit is modified by
1.5 but it also means the opponents chance of scoring a hit is
modified by 0.5 so the bonuses affect both ways.
Say for example that an
Infantry unit has a basic chance of 30% of scoring a hit on a mobile
unit while the mobile unit have a 60% chance of scoring a hit on the
If the Infantry unit has
50% anti mobile bonus it now means its real chance of scoring hit is
now 30*1.5=45% while the mobile unit get 60%*05=30%
Special Units Battle
A Special units battle
is fought between 2 special units. They use not terrain modifiers or
shock phases but otherwise the battle is following the same rules as
Resource Battle i.e. Siege
A Resource Battle is fought between a Siege Unit and
a City/Capital. It consist of only one phase, the bombard phase. The
Siege Weapon uses its bombard value and effectiveness against the
resource survivability and defence bonus. A fully fresh resource has
a Wall value of 100% which means the whole defence bonus is used, it
is proportional to the defence bonus.
The damage taken in a Resource battle is to the wall
value. The defence bonus of the resource is same as a terrain bonus
and is used not only in Resource battle but also in Unit battles.
That is also the purpose of the Resource Battle, to reduce the walls
so that the other units can attack the and conquer the Resource later
with less penalty. Note that defence bonus and attack penalty is the
same, a defence bonus means the attacker gets a penalty attacking.
Special Unit Tasks
A negotiator can perform a trade deal task on a
foreign Raw or Lux site. You need to not already have a trade deal
with the site to do so. If the task succeed the negotiator faction
will get a trade deal with the resource. If the task fails the
Negotiator will retire and be removed from the game
A negotiator can perform a peace deal task on a
foreign Capital. You need to not already be allied with them to do
so. If it succeed the Negotiator faction gets a truce/peace deal with
the other faction owning the Capital. If the task fails the
Negotiator will retire and be removed from the game.
A spy can perform a steal technology task on a
foreign faction. The foreign faction need to have a technology that
you do not yet have plus it also has to have a higher amount of total
techs than the Spy faction. If it succeeds the Spy faction gets the
technology. If the task fails, the Spy is executed and removed from
A prospector can perform a prospecting task on any of
its factions prospect areas. It is succeeds the Prospect area will
reveal either a Luxury Site or Raw Material Site. Certain terrains
favour certain types. In a Clear Terrain hex it is probable that the
prospect area will turn into a Luxury Site while in a Mountain
terrain it is more likely that the prospect area will turn into a Raw
In Special Unit Tasks there may be modifiers
affecting the chance of succeeding the task. The are shown in the
combat panel and the total % Chance of success is also shown. Note
that generally having a high era means you have easier time
succeeding with these tasks. Exception is Steal technology task which
is the opposite, here it is easier to steal from factions the more
they are ahead of you.
7. War & Peace
When 2 factions are at war they can attack and cross
into their opponents land. Any City conquered during a war
immediately stops producing anything until peace is initiated.
A war can end in 2 ways, Conquest peace or white
peace. If either one of the factions loses its Capital a conquest
peace is achieved. If instead a negotiator signs a peace deal or a
stalemate peace deal is occurs (happens automatically when a war has
been going on for too long) a white peace is achieved.
In a conquest peace, the conqueror first get all
their land or Resources held by the conquered faction back.
Thereafter the losing side might have to give up land. If the losing
side was a Tribe they are annexed, their former Capital is converted
into a City and they lose it and all their land to the conqueror. If
the losing side is not a Tribe the Capital is burned before given
back from the conqueror to the losing side. The conqueror gets to
keep ALL Cities conquered before taking the Capital.
In both conquest peace and white peace a truce
happens which means that for a certain amount of turns these 2
factions cannot Declare War on each other again.
Hint: It is vital that you conquer the Cities that
you want before you finish the enemy off by conquering the Capital,
conquering just the Capital only works against Tribes since you annex
8. Random Events
8.1 Random Events
Every end of turn certain random events may occur,
except the first 10 turns of the game. There is no limit to how many
times an event may happen during a game.
When dark ages event happens all scientists are
erased for all factions. You will have to reinvest in new scientists.
Pirates are moving on the map across borders and
decide a target City or Capital to plunder. Before they attack they
will offer the defending factions to pay a tribute. Paying a tribute
result in the Pirates not attacking and will instead pick a new
target. Pirates stay on map until defeated. They burn and plunder a
city and pick a new target and then keep going. The City they just
plundered is excluded from their list of choices for next Target.
Pirates tend to pick targets close to them. A faction that just paid
tribute is excluded from the Pirates next target but will be included
again next time the Pirates select new target if they survive that
long. Pirates on map are named either “Pirates”,
“Bandits”, “Barbarians”, “Robbers”
Revolutions may happen for any faction and the rebels
never cross into other faction land they stay local. They target is
always the Faction Capital. If the rebels succeed they will burn the
city to the ground and also plunder some coins from the Faction.
After that they will go and camp somewhere away from the Capital but
beware they will revolt again once the Capital is rebuilt. Rebels
stay in game until defeated. Rebels on the map will be named either
“Rebels”, “Insurgents”, “Angry Mob”,
“Anarchists” or “Starving Peasants”
Victory in World Empires
Live can be achieved in 2 ways. By victory points or conquest. In a
Single player game or free for all game the faction with the most
victory points at the year 2000 A.D wins a Points Victory. Only
exception is if one faction conquer all the other factions which then
ends the game with a Conquest Victory.
In Rated games (1v1,
2v2, 3v3 or 4v4) only the 2 teams can win not any other AI factions.
The team with the highest Victory Points at the end of 2000 A.D wins.
If one team have all its factions conquered then the other side wins
by conquest. After the game is finished the host will automatically
report any rated games to the server updating the users game
10. Game Credits
Lead Design: Johan Persson
Design: Kurt Eichert
Lead: Johan Persson
Art: Sergey "Serjio"
James Stant http://www.jamesstant.co.uk
Server: Christoph Aschwanden
Peter James Tickle
F. Wayne Outten
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