Mechanics

Fog of war

Every tile on the map is in one of three states:

Lifted fog is permanent: terrain knowledge never goes dark again. What you lose is freshness, not the map.

Vision ranges

Vision radius is measured in hex steps and is part of each unit's stat block:

NameCostUpkeepMoveAttackDefenseHPVisionAttack vs. cityRequires
Pioneer31611851—
Spearman414231242—
Raider616411042Horse pasture
Siege81421846Iron deposit
Scout21801570—
Standard-bearer514121041—
Physician51401640—
Janissary1014241441Iron deposit
Archer51431841—
Sipahi915521442Horse pasture
Artillery121311849Iron deposit
Forlorn Hope914611042—

Cities see 2 steps; a city with Walls sees 3.

What the fog is for

Scouting has its own unit: the Scout sees the furthest and walks the furthest, but it cannot attack. What separates it from the Pioneer is not a price difference but a trade-off — keeping a Pioneer in the fog costs you a city you never founded.

There is more than information behind the fog: Ruins pay out gold, food or map once, and the first unit to step on one takes it. That is why the return on scouting is countable rather than abstract.

The practical consequence: scouting is not a luxury, it is an investment in information. Producing a Siege before you have seen a rival city wastes resources — and the AI opponent plays by exactly that rule.

Ranged attack needs vision

Archer and Artillery can hit a non-adjacent target, but only a visible tile. An adjacent target always counts as visible; a target further away is rejected if its tile is in the Stale or Dark state — fog covers ranged attacks too (Combat).

The numbers on this page are read from the game’s balance tables.

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