Founder's manual · Ancient Rome v2.1
Ancient Rome manual
You found a port town at the mouth of the Tiber. This manual explains every readout on the screen, every building you can raise and what it costs, how the banks fill while you are away, how vessels, residents and renown work, and what it takes to open the next region. It is written to be read from the top or dipped into from the contents.
- Numbers from the shipped game data
- Real-time timers
- Desktop, tablet and phone
01What Ancient Rome isA builder you come back to
Ancient Rome is a harbour city builder that plays in the browser and keeps running on the clock while the tab is closed. You start around 500 BC with one timber quay and 6,000 denarii. You end, a few weeks later, with a port the whole Mediterranean sails through, and then you do it again on another shore.
The game has two halves. The live half is what you watch: merchant vessels tie up at your quays, trade cargo, take on provisions and pay. The come-back half is what happens while you are gone: every building earns denarii by the minute into its own bank, builds and upgrades finish on real timers, voyages return, rings of unclaimed land get cleared, and the daily reward resets at midnight. Most of your denarii, by a wide margin, come from the banks. The vessels are the life of the place; the banks are the income.
Nothing is rushed. A tier-1 building takes a minute and a half to open. A tier-4 Great Lighthouse takes four hours, and taking it to level 3 is a twenty-hour project. There is no speed-up button: the game runs at one pace, Pause or 1×. The only accelerator is Imperium, a premium currency you earn steadily by playing and can also buy. Nothing in the game is gated behind it.
What you do, in one breath
- Build next to the town, inside your plot, and wait for each building to open.
- Tap banks: a glowing coin above a building means it is ready. The denarii fly to your counter.
- Serve vessels: give them a quay with an open side, provisions, a bed and a hot meal, and they pay and trust you.
- Trade: vessels sell what their home city exports and buy what it imports. Set Buy and Sell per good.
- Keep the water running: every building draws water; wells run dry in a drought, aqueducts do not.
- Grow a town: residents move in when quality of life is high, pay rent and run businesses.
- Expand: clear rings of unclaimed land around the forum; unlock the next of eight regions.
- Sail out: send voyages for charts, cargo, Imperium and discoveries for the Annals.
- Come back: claim missions and achievements, climb the civic ranks, keep the daily streak.
Two clocks
Two kinds of time run at once and it helps to keep them apart. Real time is the wall clock: build timers, bank filling, voyages, ring clearing and the daily reward all run on it, whether or not the game is open. Game time is counted in days: one game day lasts 48 seconds at 1×, and only advances while the game is open and not paused. Vessels, trade, residents, renown drift and dispatches run on game days. The status bar shows income per game day; the Build panel shows your bank rate per real minute.
02Your first ten minutesMirrors the tour
The game opens a short guided tour the first time you found a town. This chapter walks the same path, so you can read ahead or catch anything you skipped. You can replay the tour later from Settings.
While the building pictures load, the title shows a loading line and Found your town waits for it to reach 100%. Before the tour starts, two things happen. The daily reward sheet opens, because a fresh profile has a reward waiting; claim it or press Later. And the Build button on the left rail starts to pulse: that is the game's first pointer.
- Welcome, Founder
The Forum sits in the middle of the world. Drag to pan and roll the wheel to zoom; 0 fits the town back into view. The dashed line around the Forum is the edge of your plot: a 7×5 field of 35 cells you can build on.
- The status bar
Across the top: Denarii with yesterday's income, Imperium with a + that opens the Store, Water used over supplied, Residents over homes with the sailors in port, Renown out of five, then your civic rank ring, the daily reward bell and the Pause / 1× control.
- Open Build
Press B or click Build. The panel lists four tiers of buildings with their cost, bank rate per minute, water pips and build time. Only tier 1 is open at level 1.
- Place a Timber Quay
Click the Timber Quay card, then a bracketed cell. Vessels need a quay, and a quay needs an open side: leave at least one empty cell next to every quay so vessels can pull up. Your first three tier-1 builds are instant.
- Water: a Public Well
Every building draws water; the Forum supplies 10 and a Public Well adds 6. Dig one now, before the readout turns red.
- Storage: a Horreum
The Forum holds 50 units of cargo. A Horreum adds 200. Without room you cannot buy what vessels are carrying, and trade is where the live denarii come from.
- Builds take time from now on
Your fourth building arrives as a scaffold: a hatched frame, a progress ring and a timer. Tier-1 builds take 90 seconds, tier 2 twelve minutes, tier 3 an hour, tier 4 four hours. Click the scaffold and you can skip the wait for Imperium: 1 Imperium per eight minutes left, so the first skips cost a single Imperium.
- Banks
Buildings earn into a local bank. When a bank is a quarter full a bobbing coin appears above the building; when it is full the coin grows a halo and nothing more accrues until you collect. Tap the coin. The Forum's bank is the first one you will see.
- Vessels and trade
The first vessel is already on approach. Fleet (F) shows who is moored, holding or departing and what each merchant house trusts you; Market (M) shows prices, your stock and the Buy / Sell policy for every good.
- Missions and achievements
Missions (J) keeps three goals live at a time and a second tab of lifetime achievements in bronze, silver and gold. Finishing a goal is not the end of it: come back and press Claim.
- Territory and the Roman world
The hatched, dim field around your plot is unclaimed land. Click it to buy the next ring. Map (G) shows the other seven regions, each with its own coast, bias and lock.
- Voyages
Voyages (E) sends a vessel from your Timber Quay to any region, locked or not. It comes back after 30 minutes to a day with goods, often a chart, sometimes Imperium or a discovery for the Annals.
- Daily reward, the Store and this manual
The bell in the status bar is the seven-day streak. The Store offers Imperium through a secure checkout. The city is yours.
A sensible first session
The Founding chapter of missions is the tutorial's reward track: build a quay, a horreum and a well, tap a bank, serve three vessels, read a dispatch, clear your first ring. Together those seven missions pay 35 Imperium on top of the 20 you start with, plus 4,100 denarii. With a Ropewalk and a Mariners' Inn down as well, you have a town that earns about 25 denarii a minute into its banks and takes visitors' money on the side.
Then leave it. Come back in an hour and the banks are a third full; come back tomorrow and they are at their caps, the ring is cleared and the daily is waiting. That is the shape of the whole game.
03The city viewStatus bar · rail · panels · context bar
The world fills the screen. Everything you touch floats over it: a status bar, a command rail, one panel at a time, a notices column and a context bar. Nothing blocks the world; the camera slides over when a panel would cover the town.
The status bar
- Wordmark and region. The active region's name, then your town name and its register number (AR- and four digits, derived from the name). Click it to open the world map.
- Denarii. Your purse, shared across every region. The small triangle and figure beside it is yesterday's net income per game day: green up, red down.
- Imperium. The premium figure, with a + lozenge that opens the Store.
- Water. Used over supplied, with pips. Blue when healthy, amber with a square during a drought, red with a down-triangle when you are drawing more than you supply.
- Residents. Permanent residents over homes, and under it the visitors in port: the sailors of every moored vessel.
- Renown. Zero to five, with five pips that fill as it climbs.
- Rank ring. Your rank badge inside an arc that fills toward the next rank. Hover it for the exact XP and what the next rank grants.
- Cloud glyph. The state of your cloud save: blue when synced, pulsing while it syncs, amber when offline or in error. Click it for Settings > Account.
- Daily bell. A dot means today's reward is unclaimed.
- Speed. Pause or 1×. There is no faster setting.
Under the bar, a condition strip appears when something is wrong or special: a pirate raid or harbour fever (red), a drought with the days left, or a festival with its spending multiplier.
The command rail
Ten buttons down the left, each with a key: Build B, Town S, Market M, Fleet F, Voyages E, Map G, Missions J, Annals R, Store, and Settings pinned at the bottom. A key pressed twice closes the panel again. Badges on the rail tell you what is waiting: a count on Missions for claimable missions and achievements, a count on Voyages for returned sailors, a count on Town for ready banks once you can collect them all at once, and a dot on the Store when an offer is on.
Panels
One panel opens at a time, 440 pixels wide, sliding in from the rail. Each has a title, a one-line subtitle with the numbers that matter, sometimes a tab strip, and a scrolling body. The panels in brief:
- Build: four tier shelves of building cards; town rate, water and quays at the top.
- Town: with nothing selected, the overview: quality of life, residents, water, quays, the banked total with Collect all, the Territory block, income by category and harbour records. Click a building and the panel becomes its card: bank, build progress, upgrade and demolish.
- Market: every good with its price, your stock, Buy / Sell toggles and a broker button.
- Fleet: vessels in the region by state, then each merchant house's trust bar, office, loan and the goods it brings and buys.
- Voyages: slots, sailors under way with countdown rings, returned sailors with Debrief, and the eight destinations.
- Map: the Roman world as a chart; click a node for its region card.
- Missions with an Achievements tab.
- Annals: vessels, peoples and antiquities, dark until found.
- Store and Settings.
Notices and Next up
Toasts stack at the top right, four at most, each with a chip for its kind and often a button: Focus on a finished build, Claim on a completed mission, Debrief on a returned voyage. Below them the Next up strip lists the three soonest timers across builds, upgrades, voyages, ring clearings and the daily reward, counting down live. Click a row to jump to the building or open the panel.
The context bar
The bottom bar is the game talking to you. On the left, a hint that changes with the situation: what to do with a placing ghost, why a cell is invalid, that a quay is blocked, that a coffer is ready, that a voyage is back. In the middle, when a building is selected, its quick actions: Collect, Skip for Imperium while it builds, Upgrade, Focus, Demolish. On the right, the ? button opens the keys reference.
In the world
The town is built on one stone platform laid out as a diamond grid in the same raised three-quarter view as the art, so every building lines up with its neighbours. Each building is a miniature of its picture standing on its cell, with a thin line in its family hue around the cell to keep the grid legible, and neighbouring buildings are joined by covered walkways. Vessels sail the same two diagonals, bow first, and lie broadside to their quay at the end of a gangplank. Hover a building for a tooltip with its description, bank and water; hover a vessel for its merchant house, captain, sailors, hold and wants. Click a building to select it; double-click to focus the camera on it.
A moored vessel lies broadside to its quay at the end of a gangplank, and two to five figures walk across: sailors from corbitas and pontos, passengers from grain giants, traders from Carthage and Alexandria vessels, a legionary when you have a Legion Post, porters with a handcart when cargo moves at a horreum. Vessels waiting for a quay hold off the far corners of the harbour with a HOLD tag and the days waited. The figures need the effects tier at High and a zoom above 0.9, and stay home under reduced motion.
04Building24 buildings · four tiers · three levels
Tier 1: the salt landing kit
Six buildings are open from the first minute. Together they are a quay, a hold, water, provisions, beds and meals: everything a passing corbita asks for.
Placement rules
Pick a card, then click a cell. A cell is valid when all of these hold, and the hint tells you which one failed:
- It is empty.
- It is inside your plot. Unclaimed land is hatched; clear the ring first (Territory).
- The building's tier is open: tier 2 needs town level 2, tier 3 level 3, tier 4 level 4.
- You can afford it. Cards you cannot afford dim their cost and show how much more you need.
- It touches the town: at least one of its four neighbours is already occupied. A building still under construction counts as a neighbour.
The placing ghost is the building's own picture at half strength: clear on a valid cell, hatched red on an invalid one. Placing deducts the cost at once. Press Esc or right-click to stop placing; running out of denarii stops it for you. The first three tier-1 builds of a brand-new profile finish instantly; every build after that runs on its timer.
Quays and the open side
A Timber Quay only works if it has an empty cell next to it. Vessels pull up to the empty neighbour farthest from the Forum; that cell is the mooring. Box a quay in on all four sides and it still counts as a building, still draws water and still fills its bank, but no vessel can use it. The tooltip and the Town panel say Quay blocked when this happens, and the context bar nags you about it. The Forum has a quay of its own under the same rule.
Timers, scaffolds and skips
A building under construction is a scaffold: its miniature dimmed and greyed under a hatched frame, with a progress ring and a timer. While it builds it draws water and counts as a neighbour, but it has no quay, beds, storage or bank, and it does not count toward your town level. When the ring closes the building opens with a chime, a toast offers Focus, and the level is recomputed.
Click a scaffold (or select it and use the context bar) to skip the rest for Imperium. The cost is the same everywhere a timer runs: 1 Imperium for every 8 minutes remaining, rounded up, minimum 1. Ninety seconds costs 1 Imperium; twelve minutes, 2; an hour, 8; four hours, 30; a twenty-hour level-3 lighthouse, 150.
| Tier | Build | To level 2 (2×) | To level 3 (5×) | Far regions (×1.5) |
|---|---|---|---|---|
| Tier 1 · Salt Landing | 90 s | 3 min | 7 min 30 s | 2 min 15 s · 4 min 30 s · 11 min 15 s |
| Tier 2 · Trading Port | 12 min | 24 min | 1 h | 18 min · 36 min · 1 h 30 min |
| Tier 3 · City of Brick | 1 h | 2 h | 5 h | 1 h 30 min · 3 h · 7 h 30 min |
| Tier 4 · Imperial Port | 4 h | 8 h | 20 h | 6 h · 12 h · 30 h |
Far regions are the last four in unlock order: Campania, Africa, Sicily and Egypt. Their builds, upgrades and ring clearings all take half again as long.
Upgrades
Every building except the Forum has three levels. Select it and press Upgrade. Level 2 costs twice the building's price and takes twice its build time; level 3 costs five times the price and takes five times the build time. The building keeps working at its current level while the scaffold runs, and the upgrade can be skipped like any build. Each level raises the bank rate and cap, and some buildings gain more:
- Timber Quay: vessels are served in 85% of the time at level 2 and 70% at level 3.
- Mariners' Inn and Insula Block: 25% more beds or homes at level 2, 50% more at level 3.
- Public Well (lined into a larger cistern) and Aqueduct: 25% more water at level 2, 50% more at level 3.
Upgrades also count toward your town level, at half a building per level gained.
Demolishing
Select a building and press Demolish. You get half the cost back, and anything in its bank is lost; the confirm says how much. You cannot demolish the Forum, a quay with a vessel at it, or any building whose removal would cut other buildings off from the Forum.
The roster
Rates are denarii per real minute at level 1; caps are the level-1 bank ceiling, three hours of rate. Water is per building: positive supplies, negative draws.
| Building | Cost | Water | Rate | Cap | L1 Build | Upgrades | What it does |
|---|---|---|---|---|---|---|---|
| Core | |||||||
| Forum | — | +10 | 3 | 540 | — | — | Assembly, one quay, 50 cargo, 6 beds, food for 10. Cannot be upgraded or removed. |
| Tier 1 · Salt Landing · 90 s | |||||||
| Timber Quay | 800 | −2 | 5 | 900 | 90 s | L2 1,600 · 3 min L3 4,000 · 7 min 30 s | One more quay. Needs an open side. Upgrades serve vessels 15% / 30% faster. |
| Horreum | 600 | −1 | 4 | 720 | 90 s | L2 1,200 · 3 min L3 3,000 · 7 min 30 s | Holds 200 units of cargo. |
| Public Well | 500 | +6 | 3 | 540 | 90 s | L2 1,000 · 3 min L3 2,500 · 7 min 30 s | Cheap water; dry during a drought. Upgrades add 25% / 50%. |
| Ropewalk | 900 | −1 | 6 | 1,080 | 90 s | L2 1,800 · 3 min L3 4,500 · 7 min 30 s | Sells provisions to every moored vessel; a second ropewalk adds 30%. |
| Mariners' Inn | 700 | −2 | 5 | 900 | 90 s | L2 1,400 · 3 min L3 3,500 · 7 min 30 s | 20 cots for visiting sailors (25 / 30 upgraded). |
| Thermopolium | 800 | −2 | 5 | 900 | 90 s | L2 1,600 · 3 min L3 4,000 · 7 min 30 s | Hot meals for 30 people a day. |
| Tier 2 · Trading Port · 12 min · needs town level 2 | |||||||
| Couriers' Hall | 2,200 | −2 | 15 | 2,700 | 12 min | L2 4,400 · 24 min L3 11,000 · 1 h | More vessels find you (+0.15 traffic each). A second voyage slot. |
| Emporium | 1,500 | −2 | 10 | 1,800 | 12 min | L2 3,000 · 24 min L3 7,500 · 1 h | +5 points of trade margin each; Buy / Sell policies per good. |
| Bathhouse | 1,200 | −3 | 8 | 1,440 | 12 min | L2 2,400 · 24 min L3 6,000 · 1 h | An entertainment venue: sailors spend more and rate you higher. |
| Walled Gardens | 1,300 | −3 | 9 | 1,620 | 12 min | L2 2,600 · 24 min L3 6,500 · 1 h | Feeds 40 and grows 4 grain a day into stock. |
| Infirmary | 1,400 | −2 | 9 | 1,620 | 12 min | L2 2,800 · 24 min L3 7,000 · 1 h | Full health care; contains harbour fever. |
| Insula Block | 2,000 | −3 | 13 | 2,340 | 12 min | L2 4,000 · 24 min L3 10,000 · 1 h | Homes for 15 residents (19 / 23 upgraded, rounded in the total). |
| Aqueduct | 3,000 | +25 | 20 | 3,600 | 12 min | L2 6,000 · 24 min L3 15,000 · 1 h | Big water supply, immune to droughts. Upgrades add 25% / 50%. |
| Customs House | 2,000 | −1 | 13 | 2,340 | 12 min | L2 4,000 · 24 min L3 10,000 · 1 h | 1.5 denarii of tariff on every unit traded, per house. Catches smugglers. |
| Legion Post | 1,800 | −2 | 12 | 2,160 | 12 min | L2 3,600 · 24 min L3 9,000 · 1 h | Cuts raid losses; two posts stop raids outright. |
| Tier 3 · City of Brick · 1 h · needs town level 3 | |||||||
| Schola | 2,500 | −2 | 17 | 3,060 | 1 h | L2 5,000 · 2 h L3 12,500 · 5 h | Resident growth doubles. |
| Argentaria | 4,000 | −2 | 27 | 4,860 | 1 h | L2 8,000 · 2 h L3 20,000 · 5 h | Lend to the merchant houses at interest. |
| Portico | 3,500 | −3 | 23 | 4,140 | 1 h | L2 7,000 · 2 h L3 17,500 · 5 h | A venue; every resident earns 3 denarii of business a day (doubled in a festival). |
| Vivarium | 2,800 | −4 | 19 | 3,420 | 1 h | L2 5,600 · 2 h L3 14,000 · 5 h | A venue; exotic animals in stock (up to 30 per vivarium) draw paying visitors. |
| Iron Foundry | 3,200 | −6 | 21 | 3,780 | 1 h | L2 6,400 · 2 h L3 16,000 · 5 h | Turns 6 iron ore into 3 iron bars every game day. |
| Shipyard | 5,000 | −5 | 33 | 5,940 | 1 h | L2 10,000 · 2 h L3 25,000 · 5 h | Repair fees; +3 trust per vessel instead of +2. A third voyage slot. |
| Tier 4 · Imperial Port · 4 h · needs town level 4 | |||||||
| Capitolium | 4,500 | −2 | 30 | 5,400 | 4 h | L2 9,000 · 8 h L3 22,500 · 20 h | +0.5 to the renown target each (up to +1.0). |
| Great Lighthouse | 12,000 | −15 | 80 | 14,400 | 4 h | L2 24,000 · 8 h L3 60,000 · 20 h | Calls the Alexandria grain giants; traffic ×1.25 (doubled again in Egypt). |
Level-2 and level-3 bank rates are 1.6× and 2.4× the level-1 rate, with caps of 4 and 6 hours of the new rate: a Timber Quay goes 5 → 8 → 12 denarii a minute with caps of 900 → 1,920 → 4,320. In far regions multiply every time in this table by 1.5.
05Banks and incomeCoffers · caps · offline accrual
Every building with a rate earns denarii per real minute into its own bank, which the game also calls a coffer. Banks fill whether or not the game is open, up to a cap. Tapping them is the single most satisfying act in the game, and it is where most of your money comes from.
Rates and caps
At level 1 a building's rate is its cost divided by 150 per minute, rounded: a Timber Quay earns 5, an Aqueduct 20, a Great Lighthouse 80. The Forum earns 3. Its cap is 180 minutes of rate, so three hours after you last collected, the bank is full and stops. Level 2 multiplies the rate by 1.6 and raises the cap to 240 minutes of the new rate; level 3 multiplies the level-1 rate by 2.4 with a cap of 360 minutes.
A building under construction banks nothing; a building upgrading keeps banking at its old level until the scaffold closes. Civic rank 5, Praetor, adds 5% to every rate and cap.
Collecting
At a quarter full a coin appears above the miniature and the building counts as ready. At the cap the coin grows and gains a halo: full, nothing more accrues. Click the coin, or select the building and press Collect. The whole-denarius part of the bank flies to your counter, and you earn 1 rank XP for every 100 denarii collected (fractions carry over).
Shift-click any cell to collect every ready bank within three cells of it. From civic rank 3, Aedile, the Town panel's Collect all button and the Collect all on the while-you-were-away sheet empty every bank in the town at once, and the Town rail button badges the ready count.
While you were away
On every load the game settles what happened since you left, in every region you own:
- Banks accrue for the time you were gone, up to 24 hours per bank and never past the cap.
- Builds, upgrades, ring clearings and voyages finish by the wall clock. Scaffolds you left running are buildings when you return.
- The active region also replays up to two hours of game time in a fast catch-up (150 game days), so vessels moored, prices drifted and dispatches arrived while you were out. Dispatches that need a decision wait for you.
If you were gone a minute or more, a While you were away sheet sums it up: denarii banked, vessels served, builds finished, voyages back, with a Collect all button once you have the rank for it. Shorter gaps settle silently.
While you play, the regions you are not looking at keep banking too, refreshed every five seconds, so a trip to another town never costs the one you left.
The daily ledger
Income per game day, shown beside Denarii in the status bar and broken down in the Town panel, is the live half: mooring and services, cargo bought and sold, tariffs, resident rent, Portico business, sailors' spending, Vivarium tickets, office leases and loan repayments, less upkeep. Upkeep is 0.4% of every building's cost plus one denarius per resident, per game day, scaled like the rest. Bank collections appear in the breakdown as banks on the day you collect.
06Vessels, merchant houses and tradeSeven houses · four hulls · twelve goods
Vessels are the live half of the town. They arrive from the edge of the region, take a quay, pay their fees, sell what their home city exports, buy what it imports, stay a while and leave. Every visit nudges how much their merchant house trusts you.
Arrivals
How often vessels appear depends on you. The base rate is 0.9 per game day, plus 0.6 for every star of renown, plus 4 times your traffic bonus (each Couriers' Hall adds 0.15, so 0.6 per hall), plus 0.4 per house office and 0.5 per active contract. A Great Lighthouse multiplies the whole thing by 1.25, and by 2.5 in Egypt. During a weekly Convoy window traffic is ×1.5. At most 16 vessels are in the region at once.
Which merchant house sends the vessel is weighted by trust (1 + trust / 50) and by the region's bias toward its home fleets. The Alexandria Grain Fleet only appears once you have a Great Lighthouse.
Quays and the queue
A vessel heads for a free quay: a Timber Quay or the Forum with an empty side. If none is free it holds off the harbour; the Fleet panel shows the days waited. If two vessels are already holding, further arrivals divert elsewhere, which counts against your renown. A vessel that waits three game days gives up: its house loses 6 trust and your renown takes the hit. A vessel that waited more than a day before mooring also costs 2 trust per whole day waited.
What a vessel pays
Everything happens the moment a vessel moors. It pays its mooring fee, buys provisions if you have a Ropewalk (60 base, scaled by hull size; two ropewalks add 30%), and six times in ten pays for repairs if you have a Shipyard (150 base, scaled by hull). All of these are multiplied by your water efficiency and by the live factor of 0.06. A standing contract discounts fees 15%.
Then it trades. For each good in its hold that your policy says Buy, you pay 65% of the effective price (less 5 points per Emporium, which lowers what you pay), limited by storage room and your denarii. Then it buys what its home city imports, at 105% of the price plus 5 points per Emporium, splitting its hold across the goods you have. Spare hold space it fills on spec with anything else you sell, at 85% plus margin, most valuable first. If you have a Customs House, every unit traded in either direction pays 1.5 denarii of tariff per house. The vessel then stays for its service time, shortened 15% or 30% by an upgraded quay, and departs.
| Class | Hold (units) | Sailors | Moored for | Mooring fee | Notes |
|---|---|---|---|---|---|
| Liburnian | 30 | 4 | 0.6 days | 150 | Corinth Pegasus Lines, Tyrian Traders |
| Corbita | 80 | 10 | 1.0 day | 280 | Every house except Alexandria |
| Ponto | 180 | 16 | 1.6 days | 450 | Populonia, Sicily, Massalia |
| Grain Giant | 120 | 40 + 60 passengers | 2.0 days | 1,000 | Alexandria Grain Fleet only; needs a Great Lighthouse |
Holds and fees are listed before the 0.06 live factor: in play a Corbita carries 5 units and pays about 17 denarii to moor. Sailor counts are not scaled; they are the visitors who eat, sleep and spend.
The merchant houses
Seven trading houses, each with a home city that sets what its vessels bring and what they want. The Fleet panel shows every house's trust out of 100, whether it keeps an office, any loan outstanding, and the goods it brings and buys.
| House | Home city | Hulls | Brings (sells to you) | Buys (takes from you) |
|---|---|---|---|---|
| Populonia Iron Carriers. Bulk ore hulls. Slow, huge, and always short of provisions. | Populonia · etruscan iron port | Ponto, Corbita | Iron Ore, Raw Silver | Grain, Sea Salt, Medicine |
| Corinth Pegasus Lines. Fast galleys moving fine glass and medicine around the Greek sea. | Corinth · workshop city | Liburnian, Corbita | Fine Glassware, Iron Bars | Iron Ore, Grain, Pepper, Livestock |
| Numidian Carriers. Specialists in live cargo. Their holds smell like a Numidian stable. | Carthage · great african harbour | Corbita | Exotic Animals, Medicine, Olives and Grapes | Fine Glassware, Iron Bars |
| Sicilian Grain Guild. Farmer-owned guild carrying grain and fruit to the cities of Italy. | Syracuse · sicilian grain city | Corbita, Ponto | Grain, Olives and Grapes, Livestock | Fine Glassware, Medicine, Woven Wool |
| Tyrian Traders. Pepper and purple cloth. Old partners who honour every bargain. | Tyre · phoenician island port | Liburnian, Corbita | Pepper, Woven Wool | Sea Salt, Grain, Medicine |
| Massalia Sea Traders. Salt carriers, and the occasional very wet animal crate. | Massalia · greek harbour of gaul | Ponto, Corbita | Sea Salt, Exotic Animals | Fine Glassware, Woven Wool, Grain |
| Alexandria Grain Fleet. Grain giants carrying wealthy passengers and rare goods. Needs a Great Lighthouse. | Alexandria · nile trading port | Grain Giant | Fine Glassware, Medicine, Woven Wool | Exotic Animals, Pepper, Raw Silver, Olives and Grapes |
Trust, offices and contracts
Every house starts at 40 trust. Each vessel served adds 2, or 3 if you have a Shipyard, less 2 for every whole game day it waited once the wait passed a day. At 75 the house opens a permanent office in the town: regular traffic (+0.4 to the arrival rate) and an 80-denarius lease per game day, scaled. A Trade Contract dispatch offers ten days of extra vessels from one house for a 15% fee discount; signing it adds 10 trust and two vessels at once. Trust also weights which house shows up next and sets your loan rate.
Loans
With an Argentaria, the Fleet panel gains a Lend button per house. The minimum loan is 500 denarii and a house carries one at a time. The rate is 25% minus a tenth of the house's trust: 21% at 40 trust, 17.5% at 75, 15% at 100. Principal plus interest is repaid in ten equal daily parts. Each day there is a chance of default equal to (100 − trust) × 0.025%; a default writes off what is left and costs the house 15 trust; a loan repaid in full adds 8. Loans are player money and are never scaled down.
The Market
Twelve goods, each with a base price. Every game day a price drifts up to 6% at random and reverts 8% of the way toward base, staying between half and 1.8 times base. The region's bias multiplies some goods (iron ore and bars +40% in Greece, for instance). A Trade Boom triples one good for four days; a Market Glut halves one for four days. The Market panel shows every good with its picture, the current price, your stock, a Buy / Sell toggle and a broker button that sells your whole stock of a good to a passing broker at half price.
| Good | Base | Kind |
|---|---|---|
| Iron Ore | 8 | mineral |
| Iron Bars | 30 | mineral |
| Raw Silver | 45 | mineral |
| Sea Salt | 5 | mineral |
| Grain | 6 | crop |
| Olives and Grapes | 14 | crop |
| Pepper | 40 | crop |
| Livestock | 25 | animal |
| Exotic Animals | 70 | animal |
| Woven Wool | 18 | made |
| Fine Glassware | 55 | made |
| Medicine | 60 | made |
Storage and production
The Forum holds 50 units and each Horreum 200. Walled Gardens add 4 grain a day; an Iron Foundry turns 6 iron ore into 3 iron bars a day (half again as many bars in Hispania). Residents eat 0.15 grain each per day, fruit if the grain runs out. Voyage cargo and daily crates go into the same stock; whatever does not fit is brokered at half price on the spot.
07Water and conditionsWells · aqueducts · droughts · raids · festivals
Water is a budget, not a resource you store. The status bar shows what your buildings draw over what you supply. Stay under it and nothing happens; go over it and everything slows down.
Supplying and drawing
The Forum supplies 10. A Public Well supplies 6 (7.5 at level 2, 9 at level 3, rounded in the total). An Aqueduct supplies 25 (31 and 38 upgraded). Every other building draws between 1 and 6, and the Great Lighthouse draws 15. A building under construction already draws its water. The Build panel's cards show the draw as pips so you can see the cost before you place.
Shortage
When draw exceeds supply the town runs at an efficiency of supply divided by draw, never below 30%. Efficiency multiplies mooring fees, provisions and repair income, resident rent, sailors' spending and the quality-of-life score, and a shortage knocks 0.6 off the renown target every day it lasts. The water readout turns red with a down-triangle, the miniatures take on a grey cast, the context bar tells you, and the log reminds you every three days. Dig a Public Well or build an Aqueduct.
Droughts
A Drought dispatch runs every Public Well dry for three game days. Aqueducts are unaffected. The condition strip counts the days down and the water readout goes amber. In Greece droughts come twice as often, which is the region's way of telling you to build an aqueduct early.
Dispatches
Every four to eight game days (the first between days 4 and 7) a dispatch arrives and pauses the simulation until you read it. Most just happen; two ask for a decision. Their weights are shaped by the region, and some only occur once your town is big enough.
| Dispatch | From level | What happens |
|---|---|---|
| Drought | 1 | Public wells dry for 3 days. Weight 3; doubled in Greece. |
| Trade Boom | 1 | One good's price triples for 4 days. Weight 3. |
| Market Glut | 1 | One good's price halves for 4 days. Weight 2. |
| Pirate Raid | 2 | With two or more Legion Posts: driven off, no losses. Otherwise you lose 35% of every stock and up to 8% of your denarii (at most 1,500), each divided by 1 + posts. Weight 2; doubled in Campania. |
| Harbour Fever | 2 | With an Infirmary: contained. Without: a quarter of your residents leave and renown drops 0.5. Weight 2. |
| Refugee Convoy | 2 | Choice. Take them in with free homes: up to 20 residents settle and renown rises 0.5. Take them in without homes: −0.1. Turn them away: −0.15. Weight 2. |
| Famous Voyager Arrives | 2 | Renown +0.5, or +1.0 with a Capitolium, and 600 denarii in guest gifts. Weight 1. |
| Trade Contract | 2 | Choice. Sign: ten days of extra vessels from one house at a 15% fee discount, +10 trust, two vessels now. Weight 2. |
| Smugglers Caught | 2 | With a Customs House or Legion Post: 5 to 15 units each of pepper, fine glassware, silver and medicine, as storage allows. Without: they slip through. Weight 1. |
| Town Festival | 3 | Visitor spending and Portico business doubled for 3 days. Weight 2; doubled in Africa. |
Weights are relative draws from the pool of dispatches your level allows. Reading a dispatch counts toward the Incoming Dispatch mission.
Pirates, in detail
One Legion Post halves raid losses (35% of stock becomes 17.5%); two posts stop raids entirely. In Campania, where raids are twice as likely, two posts are not optional. A raid also shakes the camera and raises the red condition strip for a few seconds.
08Sailors, residents and quality of lifeFood · beds · venues · health
Two kinds of people are in the town. Visitors are the sailors of moored vessels: they are counted on the status bar as in port, they need beds and meals, and they spend. Residents are permanent: they need homes, they pay rent, and they only come when the town feels like a place to live.
Quality of life
The Town panel shows a ring and four rows. Each row is a coverage from 0 to 100%, and the score is their weighted sum, multiplied by your water efficiency:
- Food (35%): food capacity over everyone in port. The Forum feeds 10, a Thermopolium 30, Walled Gardens 40.
- Beds for sailors (20%): visitor beds over visitors. The Forum has 6, a Mariners' Inn 20 (25 and 30 upgraded).
- Entertainment (25%): forty people per venue. Venues are the Bathhouse, the Portico and the Vivarium. With nobody in port, one venue counts as full coverage and none as half.
- Health care (20%): 100% with an Infirmary; without one, 70%, falling to 40% once more than 20 people are in port.
The score drives three things: how much visitors spend, whether residents arrive or leave, and 2.4 of the 5 points of your renown target. The Good Harbour mission asks for 70%.
Visitors
Every game day each visitor spends about 6 denarii times (0.5 + 0.6 food + 0.4 beds + 0.9 fun) times efficiency, doubled during a festival and scaled by the live factor. A well-kept town with a Bathhouse earns roughly three times as much from its sailors as a bare one.
Residents
Residents need homes: an Insula Block holds 15 (19 and 23 upgraded). Each game day, if there is a free home and the quality-of-life score is above 55%, there is a 70% chance that new residents arrive: at least one, and otherwise 8% of the visitors in port times the score, doubled with a Schola, and multiplied by the region's growth bias (twice in Sicily; none ever settle in Hispania). If the score falls below 35%, 5% of your residents leave every day. Harbour fever without an Infirmary sends a quarter of them away at once.
Residents pay 6 denarii of rent each per game day, times efficiency, times the region's rent bias (+30% in Sicily), scaled; with a Portico they add 3 denarii each of business a day, doubled in a festival. They eat 0.15 grain each per day. Each resident adds a denarius of upkeep.
The status bar's Residents readout shows residents over homes. Having any residents at all adds 0.4 to the renown target, and towns of 10 and 50 are mission goals; the Town Planner achievement counts your peak at one town.
09Renown and town tiersFive stars · five levels
Renown is a number from 0 to 5 that drifts toward a target every game day. Town level is a threshold on building count and renown together. Levels open new building tiers and new regions, and once reached they never fall.
How renown moves
Each game day the target is computed and your renown moves 12% of the way toward it. The target is the sum of:
- 2.4 × the quality-of-life score;
- up to 1.0 for variety: the number of different building kinds you have built, out of 14;
- 0.4 if anyone lives in the town;
- 0.5 per Capitolium, up to 1.0;
- 0.3 with a Great Lighthouse;
- minus 0.25 per vessel recently turned away or diverted (fading by a quarter each day), up to 1.2;
- minus 0.8 while you are in debt; minus 0.6 while water is short.
Dispatches move it directly: the voyager adds 0.5 (1.0 with a Capitolium); harbour fever without an Infirmary costs 0.5; refugees add 0.5 or cost 0.1 or 0.15. Renown feeds back into traffic, 0.6 arrivals per day per star.
The five tiers
| Level | Tier | Buildings | Renown | What it opens |
|---|---|---|---|---|
| L1 | Salt Landing | 0 | 0.0 | Tier-1 buildings. Latium. |
| L2 | Trading Port | 6 | 1.0 | Tier-2 buildings. Greece and Hispania become unlockable. Pirate, fever, refugee, voyager, contract and smuggler dispatches begin. |
| L3 | City of Brick | 14 | 2.0 | Tier-3 buildings. Gaul, Campania and Africa. Festivals begin. |
| L4 | Imperial Port | 24 | 3.0 | Tier-4 buildings. Sicily and Egypt. |
| L5 | City of Marble | 36 | 4.0 | The end of the road. A title, an achievement tier, and the log's congratulations. |
The building count excludes the Forum and anything still under construction, and adds half a building for every upgrade level above 1. A level is reached when both numbers are met; the town then celebrates, you earn 100 rank XP, and the Build panel's next shelf unlocks. Region unlocks look at the best level you have reached in any region.
10TerritoryRings of unclaimed land
Every town starts on a 7×5 plot of 35 cells around its Forum. The rest of the region grid is unclaimed: dim, hatched, overgrown with scrub. You buy it one ring at a time, and workers clear it on a timer.
How rings work
Click any unclaimed cell, or press Expand in the Town panel's Territory block. The confirm shows the next ring's cells, cost and time; Clear pays the denarii and starts the clock, Clear now pays the denarii and skips the clock for Imperium at the usual rate. Rings are cleared one at a time, in order, whichever cell you clicked. While a ring clears, a band sweeps along the plot's edge, a timer sits under it, and Next up lists it.
Ring k costs 4,000 × 2.2^(k−1) denarii and takes 15 min × 1.9^(k−1), half again as long in far regions. A ring grows the plot by one cell on each side the grid allows; on the wide home grid the width grows every ring and the height every other ring, which is why the plot goes 7×5, 9×7, 11×7, 13×9, 15×9.
| Ring | Plot after | New cells | Cost | Time | Far regions | Skip |
|---|---|---|---|---|---|---|
| 1 | 9×7 | +28 | 4,000 | 15 min | 22 min 30 s | 2 Imperium |
| 2 | 11×7 | +14 | 8,800 | 28 min 30 s | 42 min 45 s | 4 Imperium |
| 3 | 13×9 | +40 | 19,360 | 54 min | 1 h 21 min | 7 Imperium |
| 4 | 15×9, the whole of a 15×9 grid | +18 | 42,592 | 1 h 43 min | 2 h 34 min | 13 Imperium |
| 5 | 17×9, 15×11 or 17×11: Hispania, Gaul, Africa, Sicily, Egypt | +18 / +30 / +52 | 93,702 | 3 h 15 min | 4 h 53 min | 25 Imperium |
| 6 | 19×11: Egypt only | +22 | 206,145 | 6 h 11 min | 9 h 17 min | 47 Imperium |
Skip prices are for a ring started from scratch; the game charges for the minutes actually left. The Territory block in the Town panel reads "Starting plot" before the first ring, then "Ring k of 4" on a 15×9 grid (of 5 on 17×9, 15×11 and 17×11; of 6 on 19×11).
Clearing your first ring is a Founding mission (Clear Your First Ring, 1,500 denarii, 5 Imperium); ring 4 is a Town mission (Room to Grow, 12,000 denarii, 8 Imperium). The Landholder achievement counts rings cleared across every town you own: 2, 10 and 30.
When no empty cell inside the plot touches the town, the Build panel's tier heads say Needs more plot. That is your cue.
11The Roman worldEight regions · one purse
There are eight regions, each with its own coast, its own economy bias and its own town. You start in Latium. The others are visible from day one on the map, with their locks. Unlocking one is a voyage in itself: a new forum on a new plot.
One purse, many towns
Denarii are shared across every region. Each town keeps its own name and register, grid, plot, buildings, renown, level, stock, merchant houses and log. Banks fill in every region at once. Imperium, rank, missions, achievements, charts and the Annals belong to you, not to a town.
To travel, open the Map, pick an owned region and press Travel. The new town's banks and timers are settled as you arrive. The panel stays open on return so you can hop straight back.
Unlocking a region
Each region asks for three things: a town level you have reached in any region, a denarius price, and for some, charts of that region brought home by voyages. Greece can also be opened at once for 60 Imperium, and Egypt by the Region Pass; the pass opens every region. The map's lock text tells you exactly what is missing.
| Region | Land | Grid | Bias | Unlock |
|---|---|---|---|---|
| Latium. Balanced sea lanes under a steady sun. Every founder starts here. | Salt flats and pines at the Tiber mouth | 15×9 | Balanced | Start |
| Greece. Thin soil and hard summers. | Dry hills, thin soil, old cities | 15×9 | Iron ore and bars +40% · droughts ×2 · Corinth and Populonia ×1.5 | Level 2 and 90,000 den, or 60 Imperium |
| Hispania. The red hills behind Carthago Nova. Pure mining. | Red hills and silver mines | 17×9 | Iron ore and silver +30% · foundry +50% · no residents · Populonia ×2 | Level 2, 300,000 den and 1 chart |
| Gaul. Long bays and open water. | Long bays under the Alps | 15×11 | Salt, grain and fruit +40% · Massalia ×2.5 | Level 3 and 1,100,000 den |
| Campania. Black sand and hot springs. Far region. | Fire-born bay under Vesuvius | 15×9 | Provisions +50% · pirates ×2 · Tyre ×2.5 · timers ×1.5 | Level 3, 1,200,000 den and 1 chart |
| Africa. Wheat and olives behind a long coast. Far region. | Green plain behind the Punic shore | 17×11 | Fine glassware +40% · provisions +40% · festivals ×2 · Numidian ×2 · timers ×1.5 | Level 3, 1,500,000 den and 2 charts |
| Sicily. Green from shore to shore. Far region. | Fertile island under Etna | 17×11 | Grain, fruit and livestock +20% · residents grow ×2 · rent +30% · Sicilian ×2 · timers ×1.5 | Level 4 and 3,000,000 den |
| Egypt. The far end of the sea road. Far region. | Broad river mouths, white-walled temples | 19×11 | Silver and pepper +30% · lighthouse traffic ×2 · Alexandria ×2 · timers ×1.5 | Level 4, 5,500,000 den and 3 charts, or the Region Pass |
"Timers ×1.5" means builds, upgrades and ring clearings in that region take half again as long. A house multiplier weights how often its vessels choose that region.
What the pacing expects
The prices are set for a founder who plays three sessions of about fifteen minutes a day and taps the banks each time. On that pace the tuning run reached Greece on day 2, Hispania on day 4, Gaul on day 9, Campania on day 14, Africa on day 21, Sicily on day 27 and Egypt on day 36, with level 4 arriving around day 22. Play more often and the banks cap you; play less and nothing is lost, the timers just finish without you.
Each new town starts the same way: a forum, 7×5 of plot, tier 1 open, and the tutorial's three instant builds already spent. The new town's name comes from the region's own list; rename it in the Town panel if you like.
12VoyagesCharts · cargo · discoveries
A voyage is a vessel sent from your quays to any region, locked or not. It takes real time, from half an hour to a full day, and comes back with cargo, usually a chart, and sometimes Imperium, denarii or a discovery for the Annals.
Slots and requirements
You need an active Timber Quay. You have one slot, a second with a Couriers' Hall and a third with a Shipyard; three is the most. Only one vessel can be out to a given region at a time. Launching costs denarii up front; the vessel sails from whatever town you launched it from, and the haul comes home to the town you are at when you debrief.
| Region | Duration | Cost | Cargo on return | Full-skip price |
|---|---|---|---|---|
| Latium | 30 min | 400 | Iron Ore, Raw Silver, Grain | 4 Imperium |
| Greece | 1 h | 600 | Iron Ore, Iron Bars, Fine Glassware | 8 Imperium |
| Hispania | 2 h | 800 | Iron Ore, Raw Silver, Iron Bars | 15 Imperium |
| Gaul | 4 h | 1,000 | Sea Salt, Olives and Grapes, Exotic Animals | 30 Imperium |
| Campania | 6 h | 1,200 | Pepper, Woven Wool, Iron Ore | 45 Imperium |
| Africa | 8 h | 1,400 | Fine Glassware, Medicine, Olives and Grapes | 60 Imperium |
| Sicily | 12 h | 1,600 | Grain, Olives and Grapes, Livestock | 90 Imperium |
| Egypt | 24 h | 1,800 | Fine Glassware, Medicine, Raw Silver | 180 Imperium |
Cost is 400 denarii plus 200 per step out from home. Return brings sailors home early at 1 Imperium per eight minutes left; the price shown is for a vessel that has only just left.
The debrief
When the vessel is back the Voyages rail badge lights, Next up says Debrief, and a toast offers it. Pressing Debrief rolls the haul and plays it as a row of chips:
- Cargo, always: 20 to 80 units split evenly across the region's three goods, into your current town's stock. Whatever does not fit is brokered at half price.
- A chart, 60% of the time, and guaranteed on every third claimed run to that region (the 3rd, 6th, 9th). Three charts fully chart a region; Hispania, Campania, Africa and Egypt need one, one, two and three to unlock.
- Imperium, 35% of the time: 1 to 8, weighted toward the low end.
- A discovery, 45% of the time: a vessel, people or antiquity from that region's pool, drawn common 6 : rare 3 : epic 1, and always something you have not found yet while any remain.
- Denarii, 20% of the time: five to fifteen minutes of your total town rate.
Every debrief pays 20 rank XP and counts toward the Navigator achievement; charts count toward Cartographer. The panel keeps your last five debriefs.
13The lie of the landSea · waterfront · valley · hills
Every region is laid out the same way: open land, then one long row of waterfront, then the sea. The Forum stands one row above it, and nothing can be built on the sea.
Waterfront is kept for the buildings that work with vessels. Timber Quay must stand on it. Horreum, Ropewalk, Customs House, Emporium, Shipyard and Great Lighthouse may stand there too, or inland. Anything else is refused, and the hint under your cursor says why.
What the ground gives
A building on the right ground does more of what it does, and its bank earns a smaller part of the same bonus: 30% of it.
| Ground | Favours | Output | Bank |
|---|---|---|---|
| Fertile valley | food and foundries | +25% | +7.5% |
| Hill country | civic life | +25% | +7.5% |
| Hill country | defence | +25% | +7.5% |
| The waterfront | trade | +5% | +1.5% |
Each region has its own ground
The land behind the shore differs from region to region, and it never changes once you have seen it. These are the shares of each region's open land.
| Region | Fertile valley | Hill country |
|---|---|---|
| Latium | 24% | 26% |
| Greece | 12% | 42% |
| Hispania | 20% | 34% |
| Gaul | 30% | 20% |
| Campania | 10% | 52% |
| Africa | 42% | 16% |
| Sicily | 46% | 20% |
| Egypt | 62% | 4% |
14Eras and discoveriesFive eras · sixteen discoveries
A building tier now needs two things: the town level it always needed, and the discovery that opens its era. Open Eras from the rail to see what you know and what comes next.
| Era | Opened by | What it opens |
|---|---|---|
| Kingdom | You start here | Tier 1 · Salt Landing |
| Early Republic | Latin Letters | Tier 2 · Trading Port |
| Late Republic | The Twelve Tables | Tier 3 · City of Brick |
| Empire | Ten Books on Building | Tier 4 · Imperial Port |
| Eternal City | The Roman Peace | Nothing new to build: this one crowns the game |
How study works
- One study runs at a time, and you pay for it when it starts.
- It runs on a real timer, like a build, and it finishes while the tab is closed. With notifications on in Settings, you get one when it does.
- Imperium can finish a study at the same price as skipping a build.
- What you have studied is never lost, and it holds in every town you found.
| Discovery | Cost | Time | Needs | What it does |
|---|---|---|---|---|
| Kingdom | ||||
| River Pilots | 1,500 den | 5 min | Nothing | +4% trade |
| Latin Letters | 2,500 den | 8 min | Nothing | Opens Trading Port buildings |
| Drained Fields | 6,000 den | 15 min | Nothing | +10% settlers; +5% food and foundries |
| Early Republic | ||||
| The Denarius | 20,000 den | 45 min | Latin Letters | +2% earnings |
| The Twelve Tables | 20,000 den | 30 min | Latin Letters; level 2 | Opens City of Brick buildings |
| The Maniple | 30,000 den | 1 h | The Twelve Tables | +25% defence |
| Sea Concrete | 40,000 den | 2 h | River Pilots, The Denarius | +1 mooring at every quay |
| Late Republic | ||||
| Citizenship | 120,000 den | 3 h | The Twelve Tables | +10% homes; +4 workers |
| Public Health | 150,000 den | 4 h | Drained Fields, Citizenship | +15% settlers; +3% civic life |
| The Arch | 220,000 den | 5 h | The Denarius | −8% build time |
| Rhetoric | 260,000 den | 6 h | Citizenship | −15% study time; +1.1 renown |
| Ten Books on Building | 200,000 den | 4 h | The Arch, Rhetoric; level 4 | Opens Imperial Port buildings |
| Empire | ||||
| The Lighthouse | 350,000 den | 6 h | Ten Books on Building | +5% vessels calling; Allows Great Lighthouse |
| Public Libraries | 900,000 den | 10 h | Rhetoric, Ten Books on Building | −15% study time; +15% settlers |
| Agrippa's Map | 1,400,000 den | 12 h | The Lighthouse | +2% trade |
| The Roman Peace | 2,200,000 den | 24 h | Public Health, Public Libraries, Agrippa's Map, The Maniple, Sea Concrete; level 4 | +10% homes; +0.3 renown |
15WorkersJobs · households · hiring order
Almost every building hires workers. The Forum's own households supply 18, which covers the whole opening, and every resident after that is one more pair of hands. The readout beside your residents shows citizens at work against jobs on offer.
A building short of workers runs at its share: half its workers means half its output and half its bank. A scaffold hires nobody until it opens. The Forum and houses hire nobody at all.
The hiring order
When there are not enough citizens to go round, the groups are served in this order. Open Workers from the readout to move a group up or down; Reset puts them back.
| Group | Buildings |
|---|---|
| Water | Public Well and Aqueduct |
| Food and healing | Thermopolium, Walled Gardens and Infirmary |
| Harbour | Timber Quay, Horreum, Ropewalk, Mariners' Inn, Shipyard and Great Lighthouse |
| Commerce | Emporium, Customs House, Couriers' Hall and Argentaria |
| Civic life | Bathhouse, Schola, Portico, Vivarium, Capitolium and Legion Post |
| Industry | Iron Foundry |
| Building | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Horreum | 1 | 1 | 2 |
| Public Well | 1 | 1 | 2 |
| Timber Quay | 2 | 3 | 3 |
| Ropewalk | 2 | 3 | 3 |
| Mariners' Inn | 2 | 3 | 3 |
| Thermopolium | 2 | 3 | 3 |
| Couriers' Hall | 3 | 4 | 5 |
| Customs House | 3 | 4 | 5 |
| Legion Post | 3 | 4 | 5 |
| Emporium | 4 | 5 | 6 |
| Bathhouse | 4 | 5 | 6 |
| Walled Gardens | 4 | 5 | 6 |
| Infirmary | 4 | 5 | 6 |
| Aqueduct | 4 | 5 | 6 |
| Schola | 4 | 5 | 6 |
| Argentaria | 4 | 5 | 6 |
| Vivarium | 4 | 5 | 6 |
| Capitolium | 4 | 5 | 6 |
| Portico | 5 | 6 | 8 |
| Iron Foundry | 6 | 8 | 9 |
| Shipyard | 6 | 8 | 9 |
| Great Lighthouse | 10 | 13 | 15 |
No one settles in Hispania, so 60 hired hands from elsewhere work it on top of the usual households.
16Roads and LegionsRoads · cohorts · raiders
Roads run between your town's districts. Each one is paid for once, takes some game days to lay and raises trade for good, in every town you hold. One road is laid at a time. Press R or open Roads from the rail.
| Road | From and to | Cost | Game days | Needs | What it does |
|---|---|---|---|---|---|
| Via Ostiensis | the Harbour to the Forum | 3,000 den | 3 | Nothing | +5% vessels calling |
| Via Salaria | the Salt Pans to the Market | 12,000 den | 5 | Via Ostiensis | +3% prices |
| Via Campana | the Fields to the Granary | 35,000 den | 7 | Via Ostiensis | +2% vessels calling; +8% food and foundries |
| Via Latina | the Forum to the Hill Quarter | 90,000 den | 9 | Via Salaria | +6% rent; +10% settlers |
| Via Appia | the Forum to the Southern Gate | 250,000 den | 12 | Via Campana, Via Latina | +4% vessels calling; +6% trade |
| Via Flaminia | the Walls to the Northern Frontier | 800,000 den | 16 | Via Appia | +5% vessels calling; +10% grain giants |
Raiders and the legion
Raiders come for what travels on a road. None appear until your first road opens; the first band comes 10 game days later and the next ones 14 to 22 game days apart. Bands grow: one cohort answers the first four, then two, and three from the eleventh raid on.
- Enough cohorts in camp: they answer by themselves, stay away 6 game days and bring the cargo home. Each load you collect pays 6 minutes of the whole town's earnings, and up to 3 loads can wait.
- Too few: the roads close for 8 game days. −15% vessels calling until they open again. Nothing is ever taken from your stock.
| Cohort | Cost | Game days to drill |
|---|---|---|
| Cohort 1 | 8,000 den | 4 |
| Cohort 2 | 45,000 den | 5 |
| Cohort 3 | 220,000 den | 6 |
Each cohort adds these for good: +25% defence, and fewer pirate raids. Quartering them costs: −2% rent.
17Missions and achievements50 goals · 24 achievements
Missions are chapter goals for the town you are at; achievements are lifetime milestones across your whole career. Both pay out only when you come back and press Claim, and the Missions rail button counts everything waiting.
Missions
Fifty missions in seven chapters. Three are active at a time: the next unclaimed mission of each open chapter, in chapter order, with a fourth slot from civic rank 4. A chapter opens when its first mission's prerequisite is met. Progress is checked a few times a second as you play; a completed mission toasts you with a Claim button, and claiming flies the denarii and Imperium to the status bar. Altogether the missions pay 344,600 denarii, 411 Imperium and 4,980 rank XP.
| Mission | Goal | Denarii | Imperium | XP |
|---|---|---|---|---|
| Founding · the tutorial · 7 missions · 35 Imperium | ||||
| First Quay | Build a Timber Quay | 300 | 5 | 20 |
| Room to Breathe | Build a Horreum | 300 | 5 | 20 |
| First Water | Build a Public Well | 400 | 5 | 20 |
| Tap the Bank | Collect a bank | 500 | 5 | 20 |
| Open for Business | Serve three vessels | 600 | 5 | 30 |
| Incoming Dispatch | Read a dispatch | 500 | 5 | 30 |
| Clear Your First Ring | Clear ring 1 of the plot | 1,500 | 5 | 40 |
| Trade · 8 missions · 42 Imperium · opens after Open for Business | ||||
| Pitch and Rope | Build a Ropewalk | 600 | 2 | 30 |
| Moving Cargo | Trade 500 units of cargo over your quays | 1,200 | 3 | 40 |
| The Exchange | Build an Emporium | 1,500 | 3 | 40 |
| Regular Traffic | Serve 25 vessels at this town | 2,000 | 4 | 60 |
| Paperwork | Build a Customs House | 2,000 | 4 | 60 |
| Black Ink | Earn 50,000 denarii of gross income at this town | 4,000 | 5 | 80 |
| Bulk Lanes | Trade 5,000 units of cargo | 6,000 | 6 | 100 |
| Convoy Season | Serve 15 vessels during a weekly Convoy window | 8,000 | 15 | 120 |
| Sailors · 8 missions · 33 Imperium · opens after First Water | ||||
| Cots | Build a Mariners' Inn | 500 | 2 | 30 |
| Hot Meals | Build a Thermopolium | 600 | 2 | 30 |
| Shore Leave | Build a Bathhouse | 1,200 | 3 | 40 |
| Good Harbour | Raise quality of life to 70% | 2,000 | 4 | 60 |
| Trusted Partner | 75 trust with any merchant house | 2,500 | 4 | 60 |
| House of Healing | Build an Infirmary | 2,000 | 4 | 60 |
| Three Offices | Have three merchant houses keep offices in the town | 5,000 | 6 | 100 |
| Slipway | Build a Shipyard | 8,000 | 8 | 120 |
| Voyages · 8 missions · 68 Imperium · opens after Open for Business | ||||
| First Sailing | Launch a voyage from the Voyages panel | 600 | 3 | 30 |
| Debrief | Debrief a returned voyage | 800 | 3 | 40 |
| Charted | Hold a chart of any region | 1,500 | 4 | 60 |
| Second Slot | Build a Couriers' Hall | 2,000 | 4 | 60 |
| Field Notes | Make three discoveries for the Annals | 3,000 | 6 | 80 |
| A Second Harbour | Unlock a second region on the world map | 5,000 | 25 | 150 |
| Fully Charted | Hold three charts of one region | 8,000 | 8 | 120 |
| Four Harbours | Unlock four regions | 20,000 | 15 | 200 |
| Town · 9 missions · 57 Imperium · opens after Good Harbour | ||||
| Settlers | Build an Insula Block | 1,500 | 3 | 40 |
| A Village | House 10 permanent residents | 2,000 | 4 | 60 |
| Green Walls | Build Walled Gardens | 2,000 | 4 | 60 |
| City of Brick | Reach town level 3 | 5,000 | 10 | 150 |
| Schola | Build a Schola | 4,000 | 5 | 80 |
| Room to Grow | Clear ring 4 of this town's plot | 12,000 | 8 | 120 |
| The Portico | Build a Portico | 5,000 | 5 | 80 |
| A Town | House 50 permanent residents | 10,000 | 8 | 120 |
| Money-Changers | Build an Argentaria | 12,000 | 10 | 150 |
| Empire · 6 missions · 128 Imperium · opens after City of Brick | ||||
| Far Sight | Build a Capitolium | 8,000 | 8 | 120 |
| Imperial Port | Reach town level 4 | 15,000 | 15 | 200 |
| Lighthouse | Build a Great Lighthouse | 20,000 | 15 | 200 |
| Grain Giant Call | Serve an Alexandria Grain Fleet giant | 25,000 | 20 | 250 |
| Six Harbours | Unlock six regions | 40,000 | 20 | 300 |
| End of the Sea Road | Unlock Egypt, the end of the sea road | 60,000 | 50 | 500 |
| Collector · 4 missions · 48 Imperium · opens after Debrief | ||||
| Spotter | Log six vessel variants in the Annals | 3,000 | 5 | 80 |
| Guest-Friend | Log four visiting peoples | 5,000 | 8 | 120 |
| Curator | Recover four antiquities | 8,000 | 10 | 150 |
| Complete Set | Complete any Annals set | 15,000 | 25 | 250 |
Build and level goals count the town you are at; region, chart and Annals goals count your profile. Convoy Season needs the weekly Convoy window: 48 hours every seven days, counted from when your profile was created, starting with the second week.
Achievements
Twenty-four lifetime achievements, each with a bronze, silver and gold tier. Bronze pays 5 Imperium, silver 15, gold 40, and the nine hardest golds pay 60: 1,600 Imperium in all. They track your whole profile, every region included, and one tier is claimed per press of Claim.
| Achievement | Counts | Bronze · 5 Imperium | Silver · 15 Imperium | Gold · 40 Imperium |
|---|---|---|---|---|
| Harbourmaster | Vessels served | 50 | 500 | 5,000 · 60 Imperium |
| Banker | Denarii collected from banks | 50,000 | 1,000,000 | 20,000,000 · 60 Imperium |
| Architect | Building projects completed | 10 | 100 | 500 |
| Foreman | Upgrades completed | 5 | 50 | 200 |
| Navigator | Voyages debriefed | 3 | 25 | 150 |
| Cartographer | Charts held, all regions | 3 | 12 | 24 |
| Collector | Annals entries found | 10 | 30 | 52 · 60 Imperium |
| Pioneer | Regions owned, home included | 2 | 5 | 8 · 60 Imperium |
| Landholder | Plot rings cleared, all towns | 2 | 10 | 30 |
| Regular | Daily rewards claimed | 7 | 30 | 100 |
| Patron | Imperium earned in play | 50 | 500 | 5,000 |
| Town Planner | Residents, peak at one town | 20 | 60 | 150 |
| Harbour Keeper | Regions at level 2 or more | 1 | 3 | 8 |
| Port Warden | Regions at level 3 or more | 1 | 3 | 8 |
| Town Founder | Regions at level 4 or more | 1 | 3 | 8 · 60 Imperium |
| Builder in Marble | Regions at level 5 | 1 | 3 | 8 · 60 Imperium |
| Rising Citizen | Civic rank | 2 | 3 | 4 |
| Leading Citizen | Civic rank | 5 | 6 | 7 |
| Legend of Rome | Civic rank | 8 | 9 | 10 · 60 Imperium |
| Quartermaster | Cargo units traded, all towns | 1,000 | 20,000 | 200,000 |
| Magnate | Gross income, all towns | 100,000 | 2,000,000 | 50,000,000 · 60 Imperium |
| Grain Giant Host | Alexandria giants served | 1 | 10 | 100 |
| Convoy Master | Vessels served in Convoy windows | 15 | 100 | 500 |
| Impatient | Timers finished with Imperium | 5 | 50 | 300 |
18Daily reward and civic rankA seven-day streak · ten ranks
Two systems reward simply showing up: a daily streak that resets at local midnight, and a civic rank that grows with everything you do and is yours across every region.
The daily reward
Once per calendar day, in your local time, a reward is claimable: from the sheet that opens when you start, from the bell in the status bar, or from the Next up strip. Claim on consecutive days and the streak climbs through a seven-day loop, then starts again at day 1 with the streak count still rising.
| Day | Reward | How it scales |
|---|---|---|
| 1 | 1,500+ denarii | 30 minutes of your total town rate, never less than 1,500 |
| 2 | 3,000+ denarii | 60 minutes of your total town rate, never less than 3,000 |
| 3 | 5 Imperium | — |
| 4 | 6,000+ denarii | 120 minutes of your total town rate, never less than 6,000 |
| 5 | Goods crate | 60 units of the active region's voyage goods, into stock (overflow brokered) |
| 6 | 10 Imperium | — |
| 7 | 25 Imperium + banner token | — |
Miss a single day and nothing happens: claiming the day after continues the streak. Miss two days or more and the streak is broken; your next claim starts again at day 1, unless you repair it for 5 Imperium. The repair offer appears on the daily sheet for 48 hours from the moment the streak broke (the start of the second missed day). Daily claims count toward the Regular achievement.
Civic rank
Rank is experience, earned profile-wide and never lost. You gain 1 XP for every 100 denarii collected from banks, 5 for every vessel served, 20 for every voyage debriefed, 15 for every first discovery, 100 for every town level reached, and the XP a mission lists. Each promotion pays Imperium equal to ten times the new rank and celebrates across the screen with the new badge. That badge then sits in the status bar's ring, which fills toward the next rank; hover it for the exact figures and the next grant.
| Rank | Title | XP | Grants | Imperium on promotion |
|---|---|---|---|---|
| 1 | Citizen | 0 | Where everyone starts | — |
| 2 | Quaestor | 300 | — | 20 |
| 3 | Aedile | 900 | Collect all: every bank in the town in one press | 30 |
| 4 | Tribune | 2,000 | A fourth mission slot | 40 |
| 5 | Praetor | 4,500 | +5% bank rate, and caps, everywhere | 50 |
| 6 | Consul | 7,500 | Title | 60 |
| 7 | Prefect of the Fleet | 10,500 | Title | 70 |
| 8 | Proconsul | 13,500 | Title | 80 |
| 9 | Voice of the Senate | 16,500 | Title | 90 |
| 10 | First Citizen of Rome | 19,500 | The top rank | 100 |
Ranks 6 to 10 are 3,000 XP apart. The three rank achievements, Rising Citizen, Leading Citizen and Legend of Rome, pay out alongside the promotions.
19The Annals24 vessels · 12 peoples · 16 antiquities
The Annals (R) are your collection: fifty-two things to find, each with two lines of story, shown dark behind a lock until you log them, then in colour. Click any card for its full picture and story. Sets pay Imperium and a title.
Vessels
Twenty-four hulls across the seven houses. The twelve standard vessels are logged the first time you serve one of that house and class, from the Populonia Ponto to the Alexandria Grain Giant. Six notable hulls appear when a house's tenth vessel moors at the town you are at: the Anvil of Populonia, Swift Pegasus, Green Serpent, Harvest Moon, Storm Runner and Deep Tide. The other six come home with voyages: Ore-Mother from Latium or Greece, Blue Shrike from Greece, Brine Queen from Gaul, Ember of Tyre from Campania, Plenty of Sicily from Sicily, and the epic Isis of Alexandria from Egypt.
Peoples
Twelve peoples of the ancient Mediterranean, written as the cultures they were. Six are met by serving five vessels of a house: Etruscan Ironsmiths (Populonia), Sicel Farmers (Syracuse), Greek Physicians (Corinth), Veneti Mariners (Massalia), Phoenician Merchants (Tyre) and Numidian Horse-breeders (Carthage). The Egyptian Envoys step off the first grain giant. Five are met only by voyages: Celtiberian Swordsmiths in Hispania, Gaulish Bards in Gaul, Oscan Elders in Campania, Garamantes in Africa and the epic Envoys of Kush in Egypt.
Antiquities
Sixteen antiquities and sacred relics, two per region, voyages only. The second relic of each region is rarer than the first; the Lost Captain's Tablet, the Cymbals of Tanit and The First Periplus are epic. A discovery you already hold counts again on its card but is only drawn when the region has nothing new left for you.
Sets
A set completes the moment its last item is logged; the Imperium and the title are granted at once and a toast tells you. The Complete Set mission pays a further 25 Imperium for your first.
| Set | Items | Pays | Title |
|---|---|---|---|
| Populonia Fleet | 4 | 20 Imperium | Oremaster |
| Pegasus Fleet | 4 | 20 Imperium | Pathfinder |
| Numidian Fleet | 2 | 20 Imperium | Keeper |
| Sicilian Fleet | 4 | 20 Imperium | Harvester |
| Tyrian Fleet | 4 | 20 Imperium | Seafarer |
| Massalia Fleet | 4 | 20 Imperium | Tidemaster |
| Alexandria Fleet | 2 | 40 Imperium | Lightkeeper |
| Peoples of Our Sea | 12 | 60 Imperium | Patron of Guests |
| Relics of Latium | 2 | 20 Imperium | Antiquarian |
| Relics of Greece | 2 | 25 Imperium | Silverkeeper |
| Relics of Hispania | 2 | 30 Imperium | Salvager |
| Relics of Gaul | 2 | 25 Imperium | Deepwarden |
| Relics of Campania | 2 | 25 Imperium | Vesuvian |
| Relics of Africa | 2 | 30 Imperium | Festival Master |
| Relics of Sicily | 2 | 25 Imperium | Seedkeeper |
| Relics of the Nile | 2 | 40 Imperium | Cartographer |
Sixteen sets, 440 Imperium in all. Every first discovery also pays 15 rank XP and counts toward Collector.
20Imperium and the StorePurchases · real prices
Imperium is the premium currency. It is violet wherever it appears, you start with 20, and the game pays it out steadily for playing. It buys time, never access: every building, region, mission and achievement is reachable with denarii and patience.
Earning it
- Missions: 2 to 50 each, 411 across all fifty. The tutorial chapter alone pays 35.
- Achievements: 5, 15 and 40 per tier (60 for the hardest golds), 1,600 in all.
- Daily reward: 5, 10 and 25 on days 3, 6 and 7 of the streak.
- Voyages: 1 to 8 about one debrief in three.
- Annals sets: 20 to 60 each, 440 in all.
- Promotions: ten times the new rank, 540 from Citizen to First Citizen of Rome.
Spending it
- Skip any timer: builds, upgrades, ring clearings and voyages, at 1 Imperium per eight minutes left, minimum 1.
- Open Greece now: 60 Imperium instead of level 2 and 90,000 denarii.
- Repair a daily streak: 5 Imperium within 48 hours of the break.
- Relief convoy: 10 Imperium for 30 minutes of your whole town's rate in denarii, delivered now, from the Store's Boosts shelf.
The Store
| Item | What it grants | Price |
|---|---|---|
| Imperium · 50 | A small grant from the Senate. | $1.99 |
| Imperium · 140 · Popular | 125 plus 15 bonus. | $4.99 |
| Imperium · 320 | 250 plus 70 bonus. | $9.99 |
| Imperium · 900 · Best value | 500 plus 400 bonus. | $24.99 |
| Supply Run | Two hours of your total town rate, at least 10,000 denarii. | $1.99 |
| Trade Fleet | Eight hours of your total town rate, at least 40,000 denarii. | $5.99 |
| Region Pass | Every region unlocked for this profile. No charts needed. | $9.99 |
| Founder's Banner | A travertine-bronze banner, the title Founder, and 100 Imperium. | $4.99 |
| Region Banners | The six region banners for your town. | $2.99 |
Prices are in US dollars. Imperium is a game currency with no cash value and cannot be refunded or transferred. Denarius boosts and the Relief convoy are measured against the rate of the town you are at. Every purchase is an ordinary payment, and the price is shown before you pay.
Banners
A banner dresses the town: the lit rim around the platform, the lights along its walkways and gangplanks, the line around each cell and the Forum's glow take its colours, while every building keeps its own picture. Choose one under Settings > Banner: a preview strip shows the active banner and a card for each of the eight. Standard is everyone's. The six region banners (Greece, Hispania, Gaul, Campania, Africa and Sicily) come as a set from the Store, or one at a time for a banner token, the day-seven daily reward. Founder's Travertine comes with the Founder's Banner. Your choice is saved with the profile, and nothing about the game changes with it.
A four-hour tier-4 build skips for 30 Imperium; at the 140 pack that is about a dollar. That is the whole monetisation: patience is free, haste costs a little, and nobody is locked out.
21Saves, accounts and devicesLocal save · export · cloud
Your profile
Everything you own is one profile: every region's town, your purse, Imperium, rank, missions, achievements, charts, Annals, entitlements and settings. It is saved in this browser's local storage every ten seconds while you play and again the moment you switch tabs, hide the window or leave the page. One browser holds one profile. Clearing the browser's site data removes it, so export now and then.
Because timers run on the clock, the save is not a snapshot of a paused world. Open the game a day later and the profile is settled forward: banks filled to their caps, scaffolds finished, voyages back, the active town replayed through up to two hours of game time.
Export and import
In Settings > Save data, Export save writes your whole profile as text into the box below the buttons; copy it anywhere safe. Import save reads a profile pasted into that box and replaces the one in this browser after a confirm. That is how you move to another computer without an account.
Abandon and reset
Abandon this town starts a fresh town in the current region; your rank, Imperium, other regions and everything profile-wide stay. Reset profile erases everything, after a double confirm. New profile on the title screen does the same.
Cloud saves
Sign in from the Sign in lozenge on the title band or from Settings > Account:
- You sign in with an email and password (at least ten characters) from the title screen. No third-party sign-in.
- Creating an account hands you a recovery phrase of ten words, shown once. Save it before you dismiss the sheet: it is one of two ways back in without your password. The other is Forgot your password? on the sign-in tab, which emails a link good for 30 minutes to set a new one; either route signs out every other device and issues a fresh phrase.
- One cloud save per account holds the whole profile. The game pushes twenty seconds after any change, at once when you switch region, buy, or claim a mission or achievement, and when you leave the page.
- Opening the game on a second device pulls the newer save. If both the browser and the cloud have moved since the last sync, or you sign in on a browser that already holds a profile, a chooser shows both, with day, level, denarii, Imperium and regions, and you pick which to keep.
- A cloud glyph after the rank ring shows the sync state. Signing out leaves the local profile in place.
Notifications
The Notifications shelf offers a browser notification when a build, upgrade, voyage or ring clearing finishes. Turning Notify me when something finishes on asks the browser for permission; once it is on, a Daily reward reminder (nine in the morning, local time) and Send a test notification appear under it. The chip beside the switch reads On, Off, Connecting, Blocked when the browser refused, Offline when the service cannot be reached, or Unavailable in a browser without push.
Devices
Ancient Rome plays on desktop, tablet and phone, and needs WebGL. The reference layout is 1440×900; at 1180 and below the rail collapses to icons and the panel narrows. Current Chrome, Edge, Firefox and Safari are supported.
22Controls and accessibilityKeys · camera · motion · performance
Everything can be reached from the keyboard, and the keys reference is one press away on ?. Keys do nothing while you are typing in a field or while a dialog is open, apart from Esc.
City
- Space
- Pause or resume
- 1
- Run at 1×
- B
- Build
- S
- Town
- M
- Market
- F
- Fleet
- E
- Voyages
- G
- World map
- J
- Missions and achievements
- R
- Annals
- Esc
- Stop placing, then deselect, then close the panel
- ?
- Keys reference
Camera and world
- Arrows
- Pan
- + · −
- Zoom in and out, 0.55× to 2.6×
- 0
- Fit the town, never tighter than 1.5×
- F
- Focus the selected building (when a building is selected)
- Wheel
- Zoom toward the cursor
- Drag
- Pan, with inertia
- Click
- Select a building; click empty land to deselect
- Double-click
- Focus a building at 1.6×
- Shift-click
- Collect every ready bank within three cells
- Right-click
- Stop placing, or deselect
- Pinch
- Zoom on a touch screen
Pointer
A four-pixel threshold separates a drag from a click, so a wobbly tap still counts as a tap. The camera stays inside the region grid inflated by six cells, slides aside when a panel would cover the town, and drifts gently on the title screen only.
Reading the screen
Status is never carried by colour alone: the water readout adds a square or a down-triangle to its hue, trust bars carry a word, chips carry a shape. Body text in the game is 14 pixels or larger, numbers 16, labels 12. Every control is at least 32 pixels tall and shows a two-pixel ring when focused from the keyboard. Nothing flashes faster than three times a second.
Motion
Settings > Motion offers System, Reduced and Full. System follows your operating system's reduced-motion preference. Reduced keeps every tween under 120 milliseconds, drops the panel sweeps, the coin flights (denarii simply arrive), the camera drift and the bloom pulsing, and skips the boot sequence.
Performance
The world renders in WebGL and measures itself. Effects tier is Auto by default: the game steps down from High to Medium to Low when it falls under 45 frames a second, trimming particle counts, bloom quality, wakes and sparkle in that order. Pin a tier yourself if you prefer, and turn on Show performance readout to see frames per second and the tier in the context bar. Sound is procedural, with separate switches and volumes for interface effects and the harbour ambience; both respect a hidden tab.
Sizes
The screen is laid out for 1440×900 and works from 1180×700. A landscape tablet at 1024×768 gets the rail collapsed to icons; on a phone (portrait, 360 pixels and up) the rail becomes a bottom bar of Build, Town, Map, Missions and More, the panels open as sheets you can drag down, the status-bar menu holds the daily reward and the other readouts, and the world pans by drag and zooms by pinch.
23GlossaryThe words on the screen
- Imperium
- The premium currency, always violet. Earned by play, offered in the Store, spent on time: skips, early returns, one early region, a streak repair.
- Bank, coffer
- A building's own store of denarii, filling by the real minute up to a cap. A coin above the building means it is at least a quarter full; a halo means it is full.
- Chart
- Proof of a voyage to a region. Three charts fully chart it; some regions need one, two or three to unlock.
- Clearing
- The timer on the next ring of plot after you have paid for it. Workers clear it; Imperium skips it.
- Civic rank
- Your profile-wide level from 1, Citizen, to 10, First Citizen of Rome, built from XP. Ranks 3, 4 and 5 grant powers.
- Condition
- The strip under the status bar during a drought, a festival, a raid or an outbreak.
- Convoy window
- Forty-eight hours every seven days from your profile's creation, from the second week on, with traffic ×1.5. One mission and one achievement count vessels served inside it.
- Debrief
- Opening a returned voyage's haul. Nothing is rolled until you press it.
- Dispatch
- An event. Most simply happen; two ask you to decide. The simulation waits until you have read it.
- Denarii (den)
- The ordinary currency, one purse across every region.
- Efficiency
- Supply over draw when water is short, floored at 30%. It scales fees, rent, spending and quality of life.
- Far region
- Campania, Africa, Sicily and Egypt, where builds, upgrades and clearings take 1.5× as long.
- Game day
- Forty-eight seconds of real time at 1×, and only while the game is open. Vessels, trade, residents, prices, renown and dispatches run on game days.
- Gangplank
- The ramp a moored vessel lowers to its quay. Two to five figures walk it: sailors, passengers, traders, a legionary, porters with a handcart.
- Level, tier
- A town's rank from L1 Salt Landing to L5 City of Marble, set by building count and renown together. Building tiers 1 to 4 open at levels 1 to 4.
- Live economy
- Everything vessels, visitors and residents pay in the moment, scaled by a factor of 0.06 so that the banks lead.
- Next up
- The strip under the toasts with the three soonest timers.
- Plot, ring
- The cells you may build on, starting 7×5 around the Forum and growing one ring at a time to the whole region grid.
- Quality of life
- The weighted coverage of food, beds, entertainment and health care, times efficiency. It drives spending, residents and renown.
- Quay
- The Timber Quay or the Forum, with the empty cell beside it where a vessel pulls up. A quay with no empty side is blocked.
- Rate, cap
- What a bank earns per real minute and the most it will hold: 180, 240 or 360 minutes of rate by level.
- Region
- One of eight parts of the Roman world, each with its own coast, bias and town.
- Renown
- Zero to five stars, drifting daily toward a target set by quality of life, variety, residents, temples and how well vessels were served.
- Scaffold
- A building still on its build or upgrade timer: its miniature dimmed under a hatched frame, a ring and a countdown.
- Skip
- Finishing any timer now for Imperium: one Imperium per eight minutes remaining, rounded up.
- Trust
- A merchant house's opinion of your town from 0 to 100, starting at 40. It sets how often they come, when they open an office and what they pay to borrow.
- Visitors
- The sailors of moored vessels, counted as in port. They need beds and meals and they spend.
- Water
- What buildings draw and wells, cisterns and aqueducts supply. Run short and everything slows.