⬡ Empire — How to Play

A turn-based hex-grid wargame of exploration, sea power, and conquest.

How to Begin

Launch the game from your Tronsoft Games library. On the start screen choose a map size, the number of AI opponents (1–3), and how many neutral cities to scatter across the map, then press Begin Campaign. A fresh archipelago is generated for you, and you start with one city and one army, everything else hidden by fog.

Controls

Turn Order

Turns proceed in a fixed order: you act first, then each AI empire in turn. At the end of every player's turn each of their cities adds to its production, finished units appear, and fighters burn a point of fuel unless sitting on a friendly city. Play then passes to the next living empire.

Movement

Each unit has a movement allowance spent one hex at a time across the six hex directions.

UnitSymbolMovesSightTravels on
ArmyA11Land (or aboard a transport)
FighterF53Anywhere (limited fuel)
TransportT31Water — carries up to 6 armies
DestroyerD42Water — detects submarines
SubmarineS31Water — invisible to the enemy

To invade another island: build a Transport in a coastal city, move an Army onto the transport to embark, sail it beside the target shore, and use Unload Cargo Here to land the army next to the enemy city.

Combat

Winning

You win when every rival empire has lost all of its cities and yours is the last empire standing. Neutral cities do not count as a rival — you may finish the game with some still unclaimed.

Losing

You lose the moment your last city is captured, even if you still have units on the map.

Saving and Restarting

This release does not save games between sessions. To start over, reload the game from the library and press Begin Campaign for a brand-new random map. When a game ends, a Play Again button restarts immediately.

v1.2.0 battlefield controls

v1.3.0 tactical warfare

Operational Orders (v1.4)

Select a friendly unit and choose Orders. Sentry holds position, Return to Base seeks the nearest friendly city, and Move Route lets you click a distant explored hex to create a persistent multi-turn route. Wake/Manual returns the unit to direct control.

Use Overlay to cycle through ownership, enemy threat, and friendly supply-range views. Friendly cities can set rally points so newly produced units receive a route toward a chosen operational area. The Strategic Overview summarizes your forces, production queues, rally points, and recent campaign events.

Scenarios and Scenario Editor (v1.7)

Use Scenarios on the start screen to load or import scenario JSON. Use Scenario Editor to create a map, paint land/water, place cities and forces, assign objectives, then export an Empire Scenario Format 1.0 JSON file.

During play, Turn Briefing summarizes threats, isolation, contacts, production readiness, and recent battles. The Intelligence screen preserves last-known enemy positions after contact is lost.

Operational Planning (v1.8)

v1.9 Operational Warfare

Land units project a Zone of Control into adjacent hexes. Entering an enemy ZOC stops continued movement, so defensive lines and breakthroughs matter. Adjacent friendly combat units can support an attack or defense, while Headquarters units provide command and supply influence within three hexes.

Defeated units may retreat to a safe neighboring hex. If a defender retreats, a compatible attacker advances into the vacated hex. Units that remain isolated or encircled for multiple turns can lose strength through attrition. Use the Fronts overlay to identify contested sectors.

v2.0 Command, Logistics & Combined Arms

v2.1 Theater Planning

Computer opponents now organize their land war before moving individual units. The AI identifies threatened friendly cities and offensive city objectives, chooses staging areas, estimates required Army/Artillery/HQ strength, assigns formations to fronts, and preserves an operational reserve when the situation permits.

The Fronts overlay remains compatible with this planner, but the underlying AI now distinguishes staging, defense, offense, and reserve assignments instead of treating every objective as an independent target.

v2.1.1 AI Corrections

v2.1.2 Stabilization

v2.1.3 Input Hotfix

v2.1.4 Automatic Next Unit

After a player-controlled unit completes an activation-ending action such as combat, bombardment, embarkation, or city capture, Empire Hex selects and centers the next unit still awaiting manual orders. Sentry, Strategic Reserve, automated-order, destroyed, and out-of-movement units are skipped.

v2.1.5 Movement Flow