Change the opening. Change the war.
Start gently, jump into a developed world or add fog and local armies. Each combination has its own leaderboard class.
Pick an opening
Quick start, Risky start and End game are mutually exclusive. Leave all three off for a standard start.
Quick start · get to the fronts
Start with a larger connected holding, 4× troops and 5× gold. Choose this when you want to reach building and naval decisions sooner.
Risky start · draft your footholds
Take turns choosing neutral countries before the war. Cluster your picks for a connected base, or spread them to open several fronts.
End game · the map is already divided
No neutrals: everyone begins with 45,000 troops and 15,000 gold. Expect immediate border pressure and big investment decisions.
Add a different challenge
Fog of war
Scout before committing. Ownership stays visible, but enemy troops and assets outside your vision are hidden. Radar, spy planes and satellites become valuable.
Garrisons
Manage local armies and supply routes. A strong home country does not automatically protect distant land.
Teams
Choose two, three or four permanent teams in Mode, then pick your allied generals after Country. All nine generals play: team sizes are 5/5, 4/3/3 or 3/3/2/2. Shared vision, protection and aid help the team reach a combined 72% of land.
Billionaire
You alone start with one billion troops and gold. Try expensive forces immediately; gold and troop gifts to allies support amounts up to one billion.
Instant build
Skip most construction and shipyard timers. Shields and level II upgrades keep their timers, and repairs still take time.
Paused orders
Plan and issue orders on a stopped clock. This advantage gets its own leaderboard class.
Choose the opposition
Difficulty changes both bot behavior and its resource advantages.
Super easy
Bots grow at half speed, rarely pick fights and never learn. Learn the map.
Easy
Bots are slower and cautious; they place defenses sensibly but don't react.
Normal
Even footing. Bots build at half pace, place defenses sensibly and reinforce a winning attack, but don't react to being hit or manage their economy.
Hard
Bots manage their economy, remember where they were hit and build answers, pick a focus enemy, break off losing attacks, and gang up on a runaway leader.
Super hard
Everything in Hard plus a real economy: bots open with cities, never sit on gold, fortify their coasts, land where your guns are not, and turn on the leader together. Air power by minute six.
Impossible
The Super hard brain with a city rush that ignores every cooldown, more guns, an earlier navy, and a coalition against anyone holding more than a quarter of the map.
Make it your match
Adjust starting troops and gold, remove the troop cap or restrict available buildings and weapons. Restrictions apply to everyone. Use a Match ID to share the complete starting setup. A legacy seed alone does not preserve the starting rules. Paste a Match ID under Play a shared match, select Load match setup, choose your country and start a new attempt. To watch the original battle, open a replay in Games & replays. Qualifying settings are highlighted throughout setup; excluded choices show why they cannot earn nation unlocks. These matches can still post scores and enter the leaderboard. The commander’s verdict and battle report celebrate the result. Watch campaign credits immediately below your score, then share their link after the roll. Copy the Match ID at the end to reuse the setup. Recent games lists the latest 20 finished matches from all players, newest first. Leaderboard ranks in credits are historical ranks when posted.
Air and sea opponents
In new matches, bots budget for aircraft and fleets and give them ongoing missions. Investment timing and force limits scale with difficulty. Naval Operations is internal bot behavior, with no player building or toggle. Existing saves and replays retain their original tactics.
Share a Match ID
Copy a Match ID or its link from the dedicated Shared flow, the pause menu or the results card. Importing it opens a review of the same map, opening, difficulty, resources, rules, teams and general assignments. Your country identity stays yours. Your decisions can produce a different result.
Restarting begins a new attempt at that setup. Resuming a save continues the existing attempt. Older recordings still work, but their seed alone cannot restore every starting option.
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.