Age of Civilizations is a turn-based strategy game where you stand as the leader of a country that desires to be the top dog of the whole world. It doesn’t indicate that every other nation is simply content to roll over to suit your needs. You have to protect your capital city but if you fail to achieve this in 3 turns, you stand to lose the whole thing to the invaders. It’s not a mobile game that allows you to simply swipe to shoot all your enemies. It requires real-time technique/strategy and a several brain flexing to determine your next move.
Orders are provided before each round. The amount of orders you can submit in each round is restricted by your Movement Points for that particular round.
After orders are submitted, civilizations implement actions in turn order, which is randomized at the beginning of each round.
- The capital city is the most essential province in a civilization. When you lose your capital city for 3 turns, your civilization will no longer be available. If you seize another civilization’s capital, you obtain all its provinces. Capitals possess a defensive reward: +15% and an offensive reward: +15%. Capitals have all structures already built.
- Transparent provinces are neutral. Provinces with color belong to other civilizations.
- You can scale the guide map. To return to the normal scale, double tap the map. If scale is different standard on mini-map you will see ‘!’ at top right corner.
- Use the Population and Economy buttons to see each province’s population and Economy values. Use the diplomacy button to see each province’s holder and practice diplomacy (see Orders- Diplomacy View).
- Money is put into your treasury from income tax, which is based on your current civilization’s entire economy and population. Funds are deducted from your treasury for military services maintenance, which is based on your number of military units (units at sea get a little bigger upkeep compared to units on land).
Orders – Normal View
- Move: move units from a particular province to another. It is possible to switch between provinces you manage or strike another civilization’s province.
- Recruit: select units from the specific province. This will cost money and is limited by the population of the province. Hiring from a province decreases its population.
- Build: build a structure in the chosen province (see Building Types). This costs money.
- Disband: eliminate units from the preferred province. This reduces military maintenance.
- Vassal: creates a vassal state from a different civilization.
- Annex: leads a vassal state back under your total command.
Orders – Diplomacy View
- War: declare war on a civilization.
- Peace: send a peace deal to a civilization. If welcomed, your civilizations will no longer be at war.
- Pact: send a pact deal to a civilization. If welcomed, the civilizations cannot strike one another for 5 rounds. This may be removed through a War order one round ahead.
- Alliance: send an alliance deal to a civilization. If authorized, that civilization will assist you in your military efforts. Make use of the War order to let allies realize who your targets are.
- Kick: terminate an alliance with a civilization.
- Support: send money to a civilization.
- Fort: gives a province a protection bonus.
- Watch tower: enables you to see military numbers in nearby provinces.
- Port: enables units to go into the sea. Units at sea can relocate back onto any land province, even though it doesn’t have a port.