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World Strategy War

It’s not your turn. There are no turns.

World Strategy War is a real-time, persistent multiplayer empire game set in a medieval world. When you log off, the world does not stop. Taxes continue to be collected, your soldiers grow older, prisoners labor in your mines, and your neighbor may already be marching toward your border.

When you return, you won’t find the world you left behind. You’ll find a world reshaped by the hours that passed without you.

Your Soldiers Are Not Numbers. They Are People.

Every soldier is born, fights, gains experience, grows old, and eventually dies.

Three real-world days equal one in-game year. Some soldiers may live for only six days; others may survive for six months. If they do not die in battle, old age will eventually claim them.

Your army is not simply a resource. It is a generation.

Losing a veteran commander you spent years developing during a siege cannot be undone simply by recruiting ten new soldiers.

When the Throne Falls Empty, the Game Changes

Every dynasty has a single king, and the king is the most powerful leader on the battlefield. An army commanded by the king fights with twice the strength.

But sending your king into battle also places him within reach of death.

When the king dies, another member of the dynasty inherits the throne. Every soldier born in the city where your king resides has a chance of becoming a member of the royal dynasty.

That means your future heir may be born years before the war that ultimately puts them on the throne.

Building and preserving your dynasty is a strategy in itself.

Taxes, Loyalty, Rebellion

Taxes collected from your cities fill your treasury.

But your people feel the burden.

Raise taxes and loyalty falls. As loyalty declines, the risk of rebellion increases. When a rebellion begins, armed forces that do not belong to you rise inside the city and attack your soldiers.

Fail to suppress them, and you may lose the city entirely.

Keeping soldiers in the garrison increases loyalty — but every soldier costs money every day.

High taxes. Strong garrisons. Low expenses.

You cannot have all three.

That triangle lies at the heart of the game.

Build Cities. Produce. Expand.

Construct castles, barracks, hospitals, embassies, agent headquarters, blacksmiths, iron mines, and ports.

Every building unlocks new capabilities.

Treat wounded soldiers in hospitals. Put prisoners to work in your mines to produce iron. Send that iron to your blacksmiths and turn it into swords and shields.

When seas divide the land, armies cannot simply walk across them. Build ports, construct ships, and establish the infrastructure needed to reach distant shores.

The Battle Ends. The Consequences Do Not.

War continues on the server whether you are watching or not.

To capture a city, you must defeat its last defending soldier. A fortified garrison can make that exponentially harder, and walls cannot be breached without battering rams.

After victory, some defeated enemy soldiers may become prisoners.

Put them to work in your mines or negotiate their release for ransom.

But prisoners must be guarded.

If your forces in the city are wiped out, the prisoners can escape and return to their former ruler.

And a conquered city does not automatically become loyal to you.

Its people do not recognize their new ruler. From the moment you capture it, rebellion may become your next battle.

There is one exception: recapturing a city that once belonged to you.

Its people remember their former ruler.

Diplomats Speak. Agents Do Not.

Use diplomats to negotiate peace treaties. Bargain over duration and gold. Build alliances and reshape the balance of power.

If soldiers belonging to two players without a peace agreement meet in the same city, war begins automatically.

Agents work differently.

They operate in silence.

Track enemy armies. Discover their plans. Gather intelligence. And when necessary, find an enemy commander when he least expects it.

But an agent is still human.

They can be discovered. They can be wounded. They can die.

Continents and the Passage Stone

The world is divided into continents, and every player exists within the same persistent world.

At the center of the continents stands the Passage Stone, connecting them all.

To travel from one continent to another, you must pass through it.

That makes it one of the most valuable strategic locations in the entire world.

Control it, and you protect your own gateway while deciding who else is allowed through.

Every continent has its own geography.

Some are dominated by land, where marching armies, sieges, and battering rams decide wars.

Others are divided by sea. Without a port, you are going nowhere.

Impassable mountain ranges force armies into specific corridors.

The map decides where you can come from. You decide when you arrive.

Your Kingdom Must Survive Even While You Sleep.

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