The World View
A huge iso-2D map of 2048×1024 tiles, where one tile is 1,600 ft of ground (≈488 m). Found cities, claim tiles, train armies, and fight other empires in a three-way free-for-all today — with more on the way.
Features
A grand-strategy world layer sitting on top of a city-builder you can zoom all the way into — both driven by the same deterministic simulation.
A huge iso-2D map of 2048×1024 tiles, where one tile is 1,600 ft of ground (≈488 m). Found cities, claim tiles, train armies, and fight other empires in a three-way free-for-all today — with more on the way.
Zoom into a single claimed tile and lay out a 32×32 grid of buildings and roads. Macro is where you expand; micro is what each district produces. Cities give a generalist baseline; specialized districts optimize a single resource.
Thirteen resources — Gold, Food, Wood, Stone, Materials and more. Map-tied raws (Forest, Rock, Ore nodes) are finite and deplete as you harvest them, forcing expansion and real economic decisions.
Infantry, tanks, IFVs, helicopters, jets, destroyers, and subs — sprite-baked from 3D models and GPU-instanced. Melee-vs-air gating, projectiles, and per-attacker target acquisition all run inside the sim.
Already a three-way free-for-all. AI empires expand, build districts, manage economies, and wage war on the same rules you play by — no scripted lanes.
The current floor is ~10,000 active units at a 30 Hz sim and 60 FPS render with combat, projectiles, and air live. Scale isn't a stretch goal here — it's the point of the engine.
The Wiki breaks down each system — resources, districts, units, and the world map.