TESSERA4X
Mods: your own names and numbers for the game.
A mod gives the game's units, buildings, wonders, technologies, civilizations and terrain new names and new numbers, and can set the age a game begins in and switch off the victories that end in a wonder — a modern war, say. It is one JSON file. Write it by hand, or have an AI assistant write it for you, then play it from the game's New game screen.
Ready-made mods, each a click away from a game, are collected at github.com/ekorbia/tessera4x-mods.
Have an assistant write it
- In the game, open New game, press Mods, and press Copy the brief for AI — or copy the brief from here.
- Paste it into Claude, ChatGPT or any other assistant, and say what you want: “archers that terrify, walls that cost a fortune”.
- Paste its answer into the game. If anything doesn’t pass, press Copy errors for your assistant and paste those back.
- Before you play it, press Test it in the Balance Lab: the machine plays the same worlds by the game’s own rules and by yours, and sets the results side by side — who wins, what gets built, which wonders rise.
The shape
A mod is one JSON object. format and name are required; after them come the sections, each naming entries by id and listing only the fields it changes. Everything a mod leaves out keeps the game’s value.
{
"format": "tessera4x-mod/1",
"name": "Bronze Rush",
"author": "Tessera4X",
"description": "Spears early and cheap, walls dear: the ancient world gets rougher.",
"units": {
"spearman": {
"name": "Hoplite",
"strength": 13,
"cost": 45
},
"warrior": {
"moves": 3
}
},
"buildings": {
"walls": {
"cost": 90
},
"granary": {
"yields": {
"food": 3
}
}
}
}
How the game begins and ends
Two more keys, both optional, set the game itself rather than any one thing in it.
| Key | Takes | Means |
|---|---|---|
startEra | "ancient", "classical", "medieval", "renaissance", "industrial", "modern" | Every civilization begins knowing every technology of the ages before it, with a grown capital, settlers, workers, an army of the age, gold, and a store of the strategic resources that army needs; the wonders of earlier ages can no longer be raised. Without it, a game begins in the age the player chooses: the ancient one, unless they choose another. |
victories | "concord", "meridian", "laurelArch": true or false | false switches a victory off: its wonder can never be raised. Conquest, and the highest score at the final turn, always stand. |
What a mod keeps
- Names and numbers only. A mod renames and retunes what the game has; it can’t add a unit, a building or an ability.
- What a thing is stays what it is. A few fields mark a kind — a Settler has no strength, a Warrior no range, a Granary no defence — and a mod can’t give them to a thing that has none, so it never turns a worker into a soldier or a market into a wall. Every other value, zeros included, can be set anywhere within its bounds: the tables below list exactly the fields each entry takes.
- Blurbs keep up. A blurb a mod leaves alone keeps the game’s wording with the mod’s numbers and names written in: a Granary given 3 food says “+3 food”, and a renamed Library is renamed in every blurb that names it. A blurb a mod writes is shown as written — so a new one should keep what the old one says that the mod doesn’t change. No rewrite can keep a claim true, though: when a mod’s numbers make one untrue — “the fastest”, “pays for itself” — the mod should write that blurb anew.
- Every number has bounds, listed below. The game checks a mod before it is used and names every problem by its exact place.
- Costs are at Standard speed; the faster speeds scale them down as they do the game’s own.
- The Daily and the challenges are always played by the game’s own rules, and a game under a mod counts for nothing in Your stats.
- A mod travels with its game: in its saves, and in the link its Share sends when the mod is small enough to fit.
For an editor or an assistant that reads one, there is a JSON Schema; the format is tessera4x-mod/1.
Units "units"
| Field | Takes | Means |
|---|---|---|
name | text, up to 32 characters | What it is called. |
blurb | text, up to 200 characters | The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. |
cost | whole number from 1 to 5000 | Production to build it, at Standard speed. |
moves | whole number from 1 to 10 | Movement points each turn. |
sight | whole number from 1 to 6 | How many tiles away it sees. |
strength | whole number from 1 to 300 | Combat strength: how hard it hits up close, and how well it defends. |
rangedStrength | whole number from 1 to 300 | How hard it hits from a distance. |
range | whole number from 1 to 4 | How many tiles away it can shoot (up to 12 for aircraft). |
bonusVsCities | whole number from 0 to 300 | Percent added to its strength when it attacks a city. |
bonusVsMounted | whole number from 0 to 300 | Percent added to its strength against mounted units. |
Every unit, with the game’s values (38)
| Id | Name | The game’s values | Blurb |
|---|---|---|---|
settler | Settler | cost 106, moves 2, sight 2 | Founds a new city — and stops the one building it from growing while it does. |
warrior | Warrior | cost 40, moves 2, sight 2, strength 6, bonusVsCities 0, bonusVsMounted 0 | The cheapest thing that can hold a hill. Becomes a Swordsman once you find iron. |
scout | Scout | cost 25, moves 2, sight 2, strength 4, bonusVsCities 0, bonusVsMounted 0 | Crosses forest and hill at open-ground speed, so it sees the map first. Finds ruins, and neighbours. |
worker | Worker | cost 70, moves 2, sight 2 | Builds the farms, mines and roads your land is worth nothing without. Cannot fight at all. |
archer | Archer | cost 40, moves 2, sight 2, strength 4, rangedStrength 6, range 2, bonusVsCities 0, bonusVsMounted 0 | Strikes from a distance and takes nothing back — right up until something reaches it. |
spearman | Spearman | cost 56, moves 2, sight 2, strength 11, bonusVsCities 0, bonusVsMounted 50 | A wall against anything on a horse, attacking or defending. Unremarkable against everything else. |
horseman | Horseman | cost 80, moves 4, sight 2, strength 12, bonusVsCities 0, bonusVsMounted 0 | Fast enough to choose its fight and leave. Ruined by spears. |
swordsman | Swordsman | cost 75, moves 2, sight 2, strength 14, bonusVsCities 0, bonusVsMounted 0 | The heavy infantry of the age, and the reason iron is worth a war. |
catapult | Catapult | cost 100, moves 2, sight 2, strength 4, rangedStrength 14, range 2, bonusVsCities 200, bonusVsMounted 0 | Built to break cities and close to useless anywhere else. Defenceless the moment it is caught. |
pikeman | Pikeman | cost 90, moves 2, sight 2, strength 16, bonusVsCities 0, bonusVsMounted 50 | The spear wall grown up. Ruins a Knight's day. |
crossbowman | Crossbowman | cost 120, moves 2, sight 2, strength 13, rangedStrength 18, range 2, bonusVsCities 0, bonusVsMounted 0 | Ranged, and at last strong enough to survive being reached. |
knight | Knight | cost 120, moves 4, sight 2, strength 20, bonusVsCities 0, bonusVsMounted 0 | Weight at a gallop — the fastest way to make a neighbour regret their frontier. |
longswordsman | Longswordsman | cost 130, moves 2, sight 2, strength 21, bonusVsCities 0, bonusVsMounted 0 | The strongest thing on foot this side of gunpowder. |
trireme | Trireme | cost 45, moves 4, sight 2, strength 10, bonusVsCities 0, bonusVsMounted 0 | Holds the coast and cannot leave it. Only land units take cities. |
galleass | Galleass | cost 100, moves 3, sight 2, strength 9, rangedStrength 14, range 2, bonusVsCities 0, bonusVsMounted 0 | A ship that shoots — a siege engine that floats. Still coast-bound. |
musketman | Musketman | cost 160, moves 2, sight 2, strength 26, bonusVsCities 0, bonusVsMounted 0 | The first soldier who needs no iron — powder makes the man, and any city can raise him. |
lancer | Lancer | cost 185, moves 4, sight 2, strength 25, bonusVsCities 0, bonusVsMounted 0 | The old world's last and finest cavalry: faster than anything, and still ruined by a wall of pikes. |
cannon | Cannon | cost 175, moves 2, sight 2, strength 12, rangedStrength 26, range 2, bonusVsCities 200, bonusVsMounted 0 | Siegecraft made a science. City walls that laughed at trebuchets learn a new sound. |
caravel | Caravel | cost 120, moves 5, sight 3, strength 18, bonusVsCities 0, bonusVsMounted 0 | Built to find out what's over the horizon — the first keel the ocean cannot refuse. |
frigate | Frigate | cost 175, moves 5, sight 3, strength 16, rangedStrength 22, range 2, bonusVsCities 0, bonusVsMounted 0 | A broadside that goes wherever the water does. The ocean gets an owner. |
rifleman | Rifleman | cost 220, moves 2, sight 2, strength 34, bonusVsCities 0, bonusVsMounted 0 | Every shot goes where it was sent. The musket line, outranged and outlived. |
cavalry | Cavalry | cost 240, moves 4, sight 2, strength 33, bonusVsCities 0, bonusVsMounted 0 | The last and greatest charge — sabres at a gallop, one era before the engine. |
artillery | Artillery | cost 250, moves 2, sight 2, strength 18, rangedStrength 36, range 3, bonusVsCities 200, bonusVsMounted 0 | Kills what it will never see — the first gun that shoots over the horizon. |
ironclad | Ironclad | cost 250, moves 4, sight 2, strength 24, rangedStrength 26, range 2, bonusVsCities 100, bonusVsMounted 0 | Steam and iron plate: the coast's new master, chained to the coal that feeds it. |
infantry | Infantry | cost 300, moves 2, sight 2, strength 44, bonusVsCities 0, bonusVsMounted 0 | The rifleman perfected: any part fits any army, and every army fits this. |
antiTankGun | Anti-Tank Gun | cost 260, moves 2, sight 2, strength 40, bonusVsCities 0, bonusVsMounted 0 | The pikeman of the engine age: a wall against anything on treads, unremarkable otherwise. |
tank | Tank | cost 340, moves 5, sight 2, strength 55, bonusVsCities 0, bonusVsMounted 0 | Armour at engine speed. It chooses every fight — until the anti-tank guns choose back. |
rocketArtillery | Rocket Artillery | cost 320, moves 2, sight 2, strength 24, rangedStrength 46, range 3, bonusVsCities 200, bonusVsMounted 0 | A county-crossing salvo. The last word in guns that never see their work. |
destroyer | Destroyer | cost 340, moves 6, sight 3, strength 40, rangedStrength 24, range 2, bonusVsCities 0, bonusVsMounted 0 | Fast, far-ranging, everywhere at once — the ocean's beat cop. |
battleship | Battleship | cost 360, moves 4, sight 3, strength 52, rangedStrength 40, range 3, bonusVsCities 100, bonusVsMounted 0 | A fortress that floats and shoots over the horizon. Nothing at sea argues. |
fighter | Fighter | cost 320, sight 2, strength 34, rangedStrength 36, range 7, bonusVsCities 0, bonusVsMounted 0 | Patrols the sky itself: strikes at need, and makes enemy bombers pay the toll. |
bomber | Bomber | cost 340, sight 2, strength 40, rangedStrength 46, range 9, bonusVsCities 100, bonusVsMounted 0 | A city's walls mean nothing to it. Fighters are the only argument it hears. |
greatScientist | Sage | moves 2, sight 2 | Plants an Academy (+8 science), or banks several turns of research at a stroke. |
greatMerchant | Magnate | moves 2, sight 2 | Plants a Customs House (+4 gold), or walks into a free city with a fortune-making trade mission. |
greatArtist | Virtuoso | moves 2, sight 2 | Plants a Landmark (+6 culture), or starts a High Summer. |
greatEngineer | Architect | moves 2, sight 2 | Plants a Manufactory (+4 production), or throws a lifetime's craft behind one build. |
greatGeneral | Marshal | moves 2, sight 2 | Your soldiers within two tiles fight 15% harder. Plants a Citadel, or starts a High Summer. |
trebuchet | Trebuchet | cost 130, moves 2, sight 2, strength 6, rangedStrength 20, range 2, bonusVsCities 200, bonusVsMounted 0 | Siege perfected: nothing else in the game brings a wall down faster. |
Buildings "buildings"
| Field | Takes | Means |
|---|---|---|
name | text, up to 32 characters | What it is called. |
blurb | text, up to 200 characters | The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. |
cost | whole number from 1 to 5000 | Production to build it, at Standard speed. |
maintenance | whole number from 0 to 20 | Gold a turn to keep it. |
yields | { "food", "production", "gold" }, each a whole number from 0 to 20; give only the ones you change | Food, production and gold it adds to its city each turn. |
culture | whole number from 0 to 20 | Culture a turn. |
happiness | whole number from 0 to 20 | Contentment it adds. |
sciencePerCitizens | whole number from 1 to 20 | One science a turn for every this many citizens of its city. |
defenceBonus | whole number from 1 to 300 | Percent added to its city’s defence. |
Every building, with the game’s values (36)
| Id | Name | The game’s values | Blurb |
|---|---|---|---|
monument | Monument | cost 60, maintenance 1, yields food 0 production 0 gold 0, culture 2, happiness 0 | +2 culture — borders grow sooner |
granary | Granary | cost 100, maintenance 1, yields food 2 production 0 gold 0, culture 0, happiness 0 | +2 food — a city that keeps its harvest grows through a bad one. |
waterMill | Water Mill | cost 100, maintenance 2, yields food 2 production 1 gold 0, culture 0, happiness 0 | +2 food, +1 production — the river put to work. Needs the city on a river. |
library | Library | cost 80, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 | +1 science per 2 citizens — it pays more the bigger the city gets. |
walls | Walls | cost 100, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0, defenceBonus 50 | +50% city defence. The difference between a raid and a sacking. |
temple | Temple | cost 120, maintenance 2, yields food 0 production 0 gold 0, culture 3, happiness 0 | +3 culture, and a seat for an Artist. |
courthouse | Courthouse | cost 120, maintenance 4, yields food 0 production 0 gold 0, culture 0, happiness 0 | Quiets an occupied city — its people stop paying the conqueror's double unhappiness. |
colosseum | Colosseum | cost 150, maintenance 3, yields food 0 production 0 gold 0, culture 0, happiness 4 | +4 happiness — dear to keep, and the only thing that buys a wide empire room. |
bathhouse | Bathhouse | cost 100, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 2 | +2 happiness — the river, heated. Only a river city can raise one. |
market | Market | cost 120, maintenance 0, yields food 0 production 0 gold 4, culture 0, happiness 0 | +4 gold and a seat for a Merchant — the one building that pays for itself. |
workshop | Workshop | cost 120, maintenance 2, yields food 0 production 2 gold 0, culture 0, happiness 0 | +2 production, and a seat for an Engineer. |
university | University | cost 160, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 | +1 science per 2 citizens, two seats for Scientists — needs a Library |
castle | Castle | cost 140, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0, defenceBonus 50 | +50% city defence — needs Walls |
harbor | Harbor | cost 120, maintenance 3, yields food 0 production 0 gold 0, culture 0, happiness 0 | Joins this city to the capital over water — the road that is a sea lane. |
bank | Bank | cost 200, maintenance 0, yields food 0 production 0 gold 4, culture 0, happiness 0 | +4 gold and a second Merchant's seat — needs a Market. |
observatory | Observatory | cost 180, maintenance 0, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 | +1 science per 2 citizens — needs a Library, and mountains at the door. |
commons | Village Green | cost 120, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0 | +1 happiness per 2 worked Farms (up to +3) — the harvest, held in common. |
fairground | Fairground | cost 120, maintenance 1, yields food 0 production 0 gold 0, culture 1, happiness 0 | +1 culture, and festivals here run half again as long. |
theatre | Theatre | cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 3 | +3 happiness — needs a Colosseum. The crowd learns to laugh at itself. |
almshouse | Charity Hall | cost 160, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 0 | +1 happiness per 6 citizens here — the bigger the city, the more it gives. |
windmill | Windmill | cost 200, maintenance 2, yields food 0 production 2 gold 0, culture 0, happiness 0 | +2 production and an Engineer's seat. Needs level ground to catch the wind. |
seaport | Seaport | cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 0 | The coast pays: +1 production, +1 gold on this city's worked water. Needs a Harbor. |
factory | Factory | cost 300, maintenance 3, yields food 0 production 4 gold 0, culture 0, happiness 0 | +4 production and two Engineers' seats — needs a Workshop, and coal to feed it. |
publicSchool | Public School | cost 300, maintenance 3, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 | +1 science per 2 citizens and a Scientist's seat — needs a University. |
museum | Museum | cost 260, maintenance 3, yields food 0 production 0 gold 0, culture 5, happiness 0 | +5 culture and two Artists' seats — needs a Temple. |
hospital | Hospital | cost 300, maintenance 2, yields food 5 production 0 gold 0, culture 0, happiness 0 | +5 food — needs a Granary. The city stops burying its growth. |
publicGardens | Public Gardens | cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 1, happiness 0 | +1 happiness per 2 wild tiles beside the city (up to +3) — worth more unchopped. |
basilica | Basilica | cost 100, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 1 | Ends occupation unhappiness, +1 happiness — Rome digests what it takes. |
nilometer | Floodmark | cost 100, maintenance 1, yields food 3 production 1 gold 0, culture 0, happiness 0 | +3 food, +1 production for half the keep — Egypt reads the river. |
palaestra | Gymnasium | cost 150, maintenance 2, yields food 0 production 0 gold 0, culture 1, happiness 4 | +4 happiness, +1 culture, cheaper to keep — Greece trains in public. |
ishtarGate | Ishtar Gate | cost 100, maintenance 1, yields food 0 production 0 gold 0, culture 2, happiness 0, defenceBonus 50 | +50% city defence and +2 culture — Babylon makes the wall an argument. |
teahouse | Teahouse | cost 120, maintenance 0, yields food 0 production 0 gold 4, culture 0, happiness 1 | +4 gold and +1 happiness — China does business over the pot. |
salon | Literary Salon | cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 2, happiness 3 | +3 happiness, +2 culture — needs a Colosseum. France argues beautifully. |
stockExchange | Stock Exchange | cost 340, maintenance 0, yields food 0 production 0 gold 6, culture 0, happiness 0 | +6 gold and two Merchants' seats — needs a Bank. |
broadcastTower | Broadcast Tower | cost 340, maintenance 3, yields food 0 production 0 gold 0, culture 6, happiness 0 | +6 culture — needs a Museum. The city's voice carries past its walls. |
militaryBase | Military Base | cost 340, maintenance 4, yields food 0 production 0 gold 0, culture 0, happiness 0, defenceBonus 50 | +50% city defence — needs a Castle. The walls grow radar and wire. |
Wonders "wonders"
| Field | Takes | Means |
|---|---|---|
name | text, up to 32 characters | What it is called. |
blurb | text, up to 200 characters | The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. |
cost | whole number from 1 to 10000 | Production to build it, at Standard speed. |
yields | { "food", "production", "gold" }, each a whole number from 0 to 20; give only the ones you change | Food, production and gold it adds to its city each turn. |
culture | whole number from 0 to 20 | Culture a turn. |
happiness | whole number from 0 to 20 | Contentment it adds. |
Every wonder, with the game’s values (21)
| Id | Name | The game’s values | Blurb |
|---|---|---|---|
stonehenge | Stonehenge | cost 160, yields food 0 production 0 gold 0, culture 4, happiness 0 | +4 culture — borders that march |
templeOfArtemis | Temple of Artemis | cost 160, yields food 3 production 0 gold 0, culture 0, happiness 0 | +3 food — a city that swells |
pyramids | Pyramids | cost 180, yields food 0 production 0 gold 0, culture 1, happiness 0 | Your workers build improvements and roads 25% faster |
greatLibrary | Great Library | cost 200, yields food 0 production 0 gold 0, culture 1, happiness 0 | A free technology of your choosing, the moment it is finished |
colossus | Colossus | cost 200, yields food 0 production 0 gold 6, culture 0, happiness 0 | +6 gold — a harbour the world pays to enter |
hangingGardens | Hanging Gardens | cost 220, yields food 5 production 0 gold 0, culture 1, happiness 0 | +5 food — the desert made green |
pontDuGard | The Great Aqueduct | cost 240, yields food 0 production 0 gold 0, culture 1, happiness 0 | +1 happiness for every river city you hold. Water, carried in stone. |
notreDame | Notre Dame | cost 280, yields food 0 production 0 gold 0, culture 2, happiness 8 | +8 happiness — the whole empire breathes easier |
grandBazaar | The Grand Bazaar | cost 300, yields food 0 production 0 gold 3, culture 1, happiness 0 | +3 gold, and every distinct luxury you enjoy pays +1 happiness more. |
machuPicchu | Machu Picchu | cost 250, yields food 0 production 0 gold 4, culture 2, happiness 0 | +4 gold, +2 culture — the road above the clouds |
tajMahal | Taj Mahal | cost 380, yields food 0 production 0 gold 0, culture 1, happiness 4 | +4 happiness — and a High Summer begins the day it is finished. |
sistineChapel | Sistine Chapel | cost 400, yields food 0 production 0 gold 0, culture 2, happiness 0 | Every city's culture, a quarter brighter — in all cities, forever. |
forbiddenPalace | Forbidden Palace | cost 380, yields food 0 production 0 gold 0, culture 2, happiness 0 | A tenth of your citizens' unhappiness, forgiven across the empire. |
sanssouci | The Summer Palace | cost 420, yields food 0 production 0 gold 0, culture 2, happiness 3 | +3 happiness, and every festival in your empire runs 10 turns longer. |
bigBen | Big Ben | cost 400, yields food 0 production 0 gold 4, culture 1, happiness 0 | +4 gold, and everything gold buys costs 15% less, empire-wide. |
brandenburgGate | Brandenburg Gate | cost 420, yields food 0 production 0 gold 0, culture 3, happiness 0 | A Marshal steps through it the day it opens. |
eiffelTower | Eiffel Tower | cost 500, yields food 0 production 0 gold 0, culture 3, happiness 6 | +6 happiness — the whole empire has somewhere to be seen. |
statueOfLiberty | Statue of Liberty | cost 520, yields food 0 production 0 gold 0, culture 2, happiness 0 | Every specialist in every city adds +1 production. Liberty pays wages. |
concord | The Concord | cost 400, yields food 0 production 0 gold 0, culture 0, happiness 0 | Complete it and the world adopts your ways of life — the Concord decides the game. |
meridian | The Meridian | cost 1500, yields food 0 production 0 gold 0, culture 0, happiness 0 | Complete it and the world keeps your time — the Meridian decides the game. |
laurelArch | The Laurel Arch | cost 600, yields food 0 production 0 gold 0, culture 0, happiness 0 | Complete it and your deeds are carved for every age — the Laurel Arch decides the game. |
Technologies "techs"
| Field | Takes | Means |
|---|---|---|
name | text, up to 32 characters | What it is called. |
blurb | text, up to 200 characters | The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. |
cost | whole number from 1 to 20000 | Science to research it, at Standard speed. |
Every technology, with the game’s values (52)
| Id | Name | The game’s values | Blurb |
|---|---|---|---|
agriculture | Agriculture | cost 20 | The farm, and with it the idea that land can be made to yield more than it does. |
pottery | Pottery | cost 35 | Storage. A city that can keep grain is a city that can outgrow its harvest. |
animalHusbandry | Animal Husbandry | cost 35 | Herds — and the eye to see horses on the map at all. |
archery | Archery | cost 35 | War at a distance, and the first unit that does not have to be hit to hit. |
mining | Mining | cost 35 | The hill stops being an obstacle and starts being production. |
sailing | Sailing | cost 55 | The first keel. The coast becomes a road instead of a wall. |
calendar | Calendar | cost 55 | The seasons written down, which is what a plantation needs to be worth planting. |
writing | Writing | cost 55 | Records outlive the people who keep them. Science compounds from here. |
trapping | Trapping | cost 55 | The forest pays: furs, ivory, and a reason not to clear it. |
theWheel | The Wheel | cost 55 | Roads that carry a wagon, and the network that makes distant cities count. |
masonry | Masonry | cost 55 | Cut stone — the quarry, the city wall, and the first monuments that outlast a reign. |
bronzeWorking | Bronze Working | cost 55 | An alloy hard enough to hold a point. The spear wall answers the horse. |
optics | Optics | cost 85 | A lens, a horizon, and a coast your land army can finally cross. |
philosophy | Philosophy | cost 105 | The temple and the argument. Culture becomes something you cultivate on purpose. |
horsebackRiding | Horseback Riding | cost 105 | A rider instead of a cart. Speed becomes a weapon in its own right. |
mathematics | Mathematics | cost 105 | Angles, arcs and counterweights: the first machine built to bring a wall down. |
construction | Construction | cost 105 | Building at scale, for crowds rather than for gods. |
ironWorking | Iron Working | cost 105 | Iron beats bronze, and the map suddenly has places worth taking. |
compass | Compass | cost 175 | A bearing without a coastline in sight. Ships grow teeth. |
theology | Theology | cost 175 | Faith organised, and a happiness the whole empire feels. |
education | Education | cost 230 | Teaching becomes an institution rather than a favour. |
civilService | Civil Service | cost 230 | An administration that runs without the king in the room. |
chivalry | Chivalry | cost 260 | Armoured cavalry, and a code that makes a career of them. |
currency | Currency | cost 175 | Coin. A market pays for itself, which nothing else you build does. |
machinery | Machinery | cost 260 | Gears and springs — the crossbow, and the powered workshop behind it. |
engineering | Engineering | cost 175 | Load made arithmetic. Roads bridge the rivers they used to end at. |
physics | Physics | cost 300 | Forces understood well enough to aim. Siege stops being guesswork. |
steel | Steel | cost 260 | Carbon and patience. The finest edge before gunpowder makes edges beside the point. |
astronomy | Astronomy | cost 380 | The sky becomes a chart. Ships stop hugging the shore and start crossing oceans. |
banking | Banking | cost 380 | Money that works while you sleep — and a vault the whole empire trusts. |
printingPress | Printing Press | cost 410 | An argument, a thousand copies by morning. Culture learns to travel. |
gunpowder | Gunpowder | cost 440 | The end of the edge. Any hand can hold a musket, and no wall feels tall. |
navigation | Navigation | cost 500 | The open sea made a road — and a gun deck to rule it. |
economics | Economics | cost 500 | Wealth studied like weather. The mill turns whether anyone watches or not. |
chemistry | Chemistry | cost 530 | Powder measured to the grain. The cannon makes siegecraft a science. |
metallurgy | Metallurgy | cost 560 | Poured steel, not hammered iron. The last and finest cavalry of the old world. |
scientificTheory | Scientific Theory | cost 640 | Guessing gives way to method. From here, knowledge compounds on schedule. |
militaryScience | Military Science | cost 640 | War becomes a curriculum — and the cavalry charge its final, finest chapter. |
archaeology | Archaeology | cost 700 | The past dug up, dusted off, and put behind glass where it earns. |
rifling | Rifling | cost 680 | A groove in the barrel, and suddenly every shot goes where it was sent. |
biology | Biology | cost 800 | Life studied like a machine — and mended like one. |
steamPower | Steam Power | cost 800 | Fire made to push. Coal becomes the new iron. |
dynamite | Dynamite | cost 840 | Patience, bottled. Mountains, walls and stalemates all learn to move. |
railroads | Railroads | cost 880 | Distance itself is repealed. The empire runs on a timetable now. |
electricity | Electricity | cost 940 | Lightning on a leash. Every later idea plugs into this one. |
replaceableParts | Replaceable Parts | cost 1000 | Any part fits any machine. Armies, too, become interchangeable. |
radio | Radio | cost 1000 | A voice in every parlour at once. The empire hears itself think. |
combustion | Combustion | cost 1060 | The engine leaves the rails. Oil becomes the blood of armies. |
flight | Flight | cost 1060 | The third dimension opens. No wall was ever built against the sky. |
radar | Radar | cost 1120 | Seeing by echo. The night stops being anyone's ally. |
rocketry | Rocketry | cost 1180 | Fire that steers itself. Artillery learns to cross a county. |
satellites | Satellites | cost 1240 | An eye above the weather. The whole map, revealed — nothing hides again. |
Civilizations "civs"
| Field | Takes | Means |
|---|---|---|
name | text, up to 24 characters | The civilization’s name. |
leader | text, up to 32 characters | Its leader, the name its rivals know it by. |
cityNames | list of 1 to 60 names, each up to 24 characters | City names, in the order its cities take them. |
Every civilization, with the game’s values (6)
| Id | Name | The game’s values |
|---|---|---|
rome | Rome | leader Hadrian, cityNames 24 names |
egypt | Egypt | leader Thutmose III, cityNames 24 names |
greece | Greece | leader Solon, cityNames 24 names |
babylon | Babylon | leader Hammurabi, cityNames 22 names |
china | China | leader Taizong, cityNames 24 names |
france | France | leader Henri IV, cityNames 24 names |
Terrain "terrain"
| Field | Takes | Means |
|---|---|---|
name | text, up to 24 characters | What it is called. |
yields | { "food", "production", "gold" }, each a whole number from 0 to 10; give only the ones you change | Food, production and gold the tile gives before any improvement. |
Every terrain, with the game’s values (9)
| Id | Name | The game’s values |
|---|---|---|
ocean | Ocean | yields food 1 production 0 gold 0 |
coast | Coast | yields food 1 production 0 gold 1 |
grassland | Grassland | yields food 2 production 0 gold 0 |
plains | Plains | yields food 1 production 1 gold 0 |
desert | Desert | yields food 0 production 1 gold 0 |
tundra | Tundra | yields food 1 production 0 gold 0 |
snow | Snow | yields food 0 production 0 gold 0 |
hills | Hills | yields food 0 production 2 gold 0 |
mountains | Mountains | yields food 0 production 0 gold 0 |
Features "features"
| Field | Takes | Means |
|---|---|---|
name | text, up to 24 characters | What it is called. |
yields | { "food", "production", "gold" }, each a whole number from -5 to 10; give only the ones you change | Added to the yields of the terrain beneath. |
Every feature, with the game’s values (5)
| Id | Name | The game’s values |
|---|---|---|
forest | Forest | yields food 0 production 1 gold 0 |
jungle | Jungle | yields food 1 production 0 gold 0 |
marsh | Marsh | yields food -1 production 0 gold 0 |
floodplains | Flood plains | yields food 2 production 0 gold 0 |
oasis | Oasis | yields food 3 production 0 gold 1 |