
GAME PROFILE
Crown of AgesCrown of Ages
Crown of Ages is a turn-based 4X strategy game in the tradition of Civilization, Humankind, Ara: History Untold and Old World – set in an ancient fantasy world painted by hand. There is no hex grid: the map is cut into organic sectors of every size and shape, each with its own terrain, at most one deposit and one build…
Crown of Ages is a turn-based 4X strategy game in the tradition of Civilization, Humankind, Ara: History Untold and Old World – set in an ancient fantasy world painted by hand. There is no hex grid: the map is cut into organic sectors of every size and shape, each with its own terrain, at most one deposit and one building that turns the whole sector into a living scene. Explore uncharted land, found cities, lead your people through seven ages – and decide when the ritual lays the world to waste. Then you play on, with survivors, salvaged knowledge and the ruins of the old order.
At a glance
Seven Ages: Lead your people from their first settlement to an empire.
Three Civilizations: Choose Thalassa, shaped by Greek and Roman antiquity; Akhet, rooted in ancient Egypt; or Jarnvid, inspired by Norse cultures. Each has its own units, architecture, wonders and civilization tree.
Your Ruler: At the start, choose Warlord, Scholar, Merchant, Diplomat, Builder or Believer. Each has a unique talent tree and makes matching foundation stones, events and discoveries more likely.
Cities: At each new rank, choose one of three permanent foundation stones to shape each city's strengths.
An Organic World: Build across hand-painted regions of every size and shape. There are no hexes; each building becomes part of the landscape.
Develop Your Empire: Follow an open research tree, build production chains, equip your ruler, call on gods and spells, and deal with independent factions.
Ways to Win: Pursue knowledge, religion, trade, diplomacy, world wonders or conquest. Or trigger the apocalypse and continue in Rebirth, settling ruins and inheriting foundation stones in the same world.
Three cultures bring their own playstyles, talent trees, units and wonders. Their strengths change which opportunities you seek on the map and how you grow your empire.
Thalassa (inspired by the Roman and Greeks) – Build a far-flung empire. The Citizens' Council and Academies strengthen administration, influence and research; Phalangites hold your claim.
Akhet (Inspired by Egypt) – Turn fertile river land into mighty cities. Monuments, faith and an edge in building wonders carry your claim to eternity.
Jarnvid (inspired by the Norse) – Send swift scouts ahead, search ruins and grow rich through raids. Berserkers and dragon-prowed longships embody the strength of your people.
The research tree is open to you from the very start. Plan which discoveries you need first: better supply, new troops or the next step into another age. Create your ruler and round out their talents with equipment that suits your strategy.
Win independent factions to your side, secure trade privileges or court the favor of the gods. Spells reach into economy and war; ruins, spoils and events open up new possibilities. Victory can come through knowledge, religion, trade, diplomacy, world wonders or conquest. Decide which path your empire can carry.
Every time a city rises in rank, you choose one of three foundation stones: permanent traits that define it. Do you push its growth, its workshops or its share of your empire's knowledge? Your choice is final. Later offers build on what you have already laid down. Specialisations emerge that you combine anew in every game – a roguelite on an imperial scale!
Location matters too. Tap deposits, refine raw materials and supply your cities through production chains. A new iron deposit can open up new troops; a missing good makes trade or expansion your next goal. Between fields, workshops and sanctuaries grows an empire whose strengths come from your decisions.
Raise the Promise, gather the ritual components and choose the moment of the apocalypse. It strikes the whole world, your own empire included. Your preparation becomes decisive: build Arks for additional clans, safeguard research in Knowledge Archives and send the survivors on their way with treasure and an escort.
As the cities fall, final decisions remain: evacuate, recover a relic or hold the defenses a little longer. Then Rebirth begins. Settle a ruin and choose which of its foundation stones you inherit – or salvage its rubble to build elsewhere. You continue the story of the same world. Your earlier decisions live on in it as you reach for victory once more.
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