AI-Generated
AI-Generated
This content is fully written by AI and not yet checked by a human editor. Numbers, mechanics and wording may be inaccurate or fabricated outright — verify anything that matters in-game before relying on it.
The Map, Reports & UI
This article collects map, report, and interface features referenced in the source.
The Map
- Size differs per world: the current Fourth Awakening is 100×100; the Third Awakening was 75×75. The map center is 0|0; the central region around it is the grey zone, and the outer ring is the map edge.
- Tiles: roughly 40% of tiles are the standard 4-4-4-6 (resource-field layout: 4 each Lumber/Stone/Metal, 6 Food). Cropper tiles have more crop fields (9c, 15c). If no 4-4-4-6 tiles remain (given Wilder-Site placement needs), an “xxx7” tile is converted to 4-4-4-6.
- Distances use straight-line (Euclidean) distance for travel time, but the Wilder-Site conquer range is a 7×7 square (King/Chebyshev distance 3).
- Coordinates written as x|y in chat become clickable map links.
- Movement lines: your active combat and trade movements are drawn as lines across the map; you can toggle them on/off per type (e.g. hide raids). Villages show icons when you are attacking/defending/scouting them, or when troops are returning.
- Markers & flags: you can place personal and alliance map markers/flags (managing alliance-wide markers needs the “Manage map markers” right). Limits started at 100 alliance + 100 personal field markers and the flag-marker limit was later raised to 500. Flag markers can be organised into collapsible groups (02/08) and toggled on/off.
- Map presets: create a preset for a combat/trade action (e.g. “raid with 50× Emberblade”) and then click a village or Wilder Site on the map to send it in one click.
Reports
- Combat reports show loot % and casualties %, hidden resources as
<hidden> / <total>(see Shelter), and can be filtered (casualties, loot, building destructions, artefacts taken, loyalty reduced, combat type, etc.). Reports can be marked unread. - Share a combat report via a link; shared reports include a “Send again” and an “Add to Simulator” button.
- Reports always show at least one unit and can be slightly delayed but show the intended battle time.
- Alliance reports (attack/scout, from members who were attacker or main defender) are viewable with the right permission.
Villages & switching
- On PC, a village list appears bottom-left in Village view; the selected village has an animated outline. Village sorting (creation time / alphabetical / population) is a setting that also applies to the Marketplace and Rally Point lists. When switching your active village while a building/marketplace/rally-point screen is open, the game tries to keep you on the same building/target.
- There is an experimental desktop UI that keeps a page open beside the village/map view. Mobile currently gets the most polish.
Chat
- World and alliance chats; alliance chats support mentions (with an optional notification), pinning, replies, and per-conversation unsaved-message preservation. You can choose whether chat history is shared with new members.
- Typing
time:hh:mm(or with seconds) shows each viewer the time in their own local time;x|ybecomes a clickable coordinate; some image/gif URLs render inline.
Settings
- Toggle local time vs World time (UTC), 12/24-hour clock, building names in village view, reduced motion (disables particle/smoke effects), village sorting, push notifications and alerts, email settings, and profile deletion (72h, cancellable; villages then go to the Ancients).