Your troops have a home.
With Garrisons enabled, each connected area has its own army. A huge reserve across the sea cannot defend a thin beachhead until it gets there.
Standard · one army pool
Your nation draws from a shared troop total. Holdings across water use the same national army.
Garrisons · local armies
Each connected area draws from its own troops. Seas, rivers and lost corridors can leave an area isolated.
Reinforce a beachhead
Choose the destination
Right-click your own area and choose Reinforce this area from an area you click.
Choose the source
Click the area that can spare troops. The order sends the slider’s share of that area’s garrison, not your entire national army.
Protect the journey
If the areas do not border, troops travel by transport. Scout the route, escort the convoy and keep a reserve at home.
Grow where it matters
Land growth is distributed by area. A city’s completion bonus goes to its own area, so a new city can strengthen an isolated foothold.
The sea is a supply line
A Port II serving the source area unlocks heavy transports. Armor helps, but escorts and a cleared landing still matter. Troop command can automate reinforcement logistics.
Connections change the balance
Join two areas by capturing a continuous land route and their garrisons merge. Lose a corridor and they split. A river crossing needs a transport unless you can capture a land route around the water.
Attacks draw from the bordering area; surviving troops return there. Bombardment and missile losses come from the area that was hit. Use the Local garrisons list and larger map counts to find weak borders. Every area, including small islands, has an exact troop count in the sidebar; click an area to center it on the map.
Keep this handy
Open a topic for controls, timings and the detailed rules.
Watch the list
The sidebar area list is your early warning. A beachhead reading 80 troops next to an enemy at 3,000 is about to be pushed back into the sea.
Cities on the front
A city's +300 lands in its own area, so building one on a beachhead is the fastest way to stiffen it.
Bridge the river
Two areas split by a river merge the moment you own both banks all the way around — often cheaper than ferrying reinforcements for the rest of the match.
Escort the convoys
Ordinary transports sink in one hit. Upgrade the source area’s port to Port II for armored heavy transports, and escort both kinds across contested water.
Choose your approach and landing
Right-click the destination and choose Send troops here from an area you click, then select your source holding. A bordering source attacks by land; a sea crossing lands on the reachable coast nearest your destination click. Garrisons uses that area's troops; regular mode uses your global total. Regular mode has no reinforcement order.
Animated red rings show an invasion landing and yellow rings show reinforcement. Select your inbound transport's ring, then drag it to another reachable shore to preview and redirect the route. Its troops remain aboard and the ship turns from its current position. Each of your transports reserves a separate landing point; nearby free coast is selected when needed. A captured reinforcement shore becomes an invasion destination, while peace agreements still protect allies.
Bank victory or risk total conquest
At your first victory decision, scoring time freezes. Finalize to bank the available result, or confirm continuation and commit to total victory. Extra time coordinating islands or local armies does not reduce the score. Losing or abandoning forfeits the available victory; you cannot later bank a partial win. When only temporary allies remain, propose shared victory or confirm war. Permanent teammates stay allied.
Score uses your personal land percentage, difficulty, Fog (×1.25), Garrisons (×1.50), and the result multiplier, divided by frozen scoring minutes. Total victory uses ×2.00, ordinary and Team victory ×1.00, Shared victory ×0.70. Risky start has no extra bonus. Team territory determines a team win, but your numerical score uses your own land. Reports retain actual duration separately.
Compete through named seasons
The overall season board lists each player once. Qualifying total conquerors rank first by their cumulative Total-victory scores; other qualifying winners follow by their cumulative victory scores. New seasons begin with a blank board. Lifetime qualifying wins, nation unlocks and career achievements carry forward, and completed-season trophies remain on profiles. Assisted settings keep their class boards.
A competitive attempt belongs to the season in which it begins. Saving preserves the attempt, checkpoint and victory commitment. Taking over a replay or reloading an already completed attempt is practice and earns no competitive score, qualifying win or career award. Start from the beginning for a new competitive attempt.