Dimensions & Ages is a game of patient ambition: build and recruit the instant you decide, but every blade waits for the end of the turn, when all attacks in the world resolve at once.
01
Getting started
Every ruler begins with a starting province, a modest treasury of gold and materials, and a garrison at the gates. Play unfolds in turns. During your turn you act freely — construction and recruitment take effect the instant you order them. Only violence waits for the end of the turn.
02
The turn
A turn is a promise: everything you build happens now, everything you march happens together. Queue movement orders against your current turn and lock them when you are done. Online worlds resolve on a fixed cadence — the tick — whether or not every commander has spoken; local games resolve the moment the last seat locks.
TURN RESOLUTION · ALL ORDERS RESOLVE TOGETHER
All orders resolve simultaneously when the turn ends — attacks, marches and reinforcements are weighed in a single pass, and defenders fight with the garrison standing in the province at that instant. Games run daily turns, hour-long sittings, or quick matches against bots.
03
Actions & budget
Immediate actions — recruiting and building — spend from a per-turn budget of action rounds. Each recruiting order and each building started costs one round. The budget refreshes at the tick; unspent rounds are gone. Marching costs no rounds: orders are limited only by the units free to carry them.
04
Combat & turn resolution
Attacks are declared during the turn and resolved when it ends: every declared attack in the world resolves in a single simultaneous pass — strengths totalled, fort bonuses applied, casualties assessed. There is no initiative and no first strike; two armies assaulting the same province in the same turn meet there at resolution.
05
Buildings
Six structures can rise in a province, one build at a time: the house shelters three units free of upkeep, the workshop adds 3 materials a turn, the market 3 gold, the barracks cuts recruiting costs by a quarter, the fort adds 12 strength to any defence, and the library waits — inert — for the age of research. Buildings belong to the province: capture it and its walls work for you.
06
Units
Legions (3 gold · 3 materials) hold the line. Archers (4 · 3) trade cheaply. Cavalry (10 · 12) strike hard and count triple aboard ships. Ships themselves (23 · 20) are recruited only in coastal provinces, and every unit draws gold upkeep each turn — an army you cannot pay is an army you will not keep.
07
Diplomacy
Formal treaties arrive in a coming age. Until then diplomacy is what it has always been: promises between rulers, kept exactly as long as they are useful. Every pact on the table is real — right up until the moment it isn’t.
08
The map
The Bronze Sea holds twelve provinces around one shared water. Coastal provinces can raise fleets and embark armies; the interior is reached only by land. Where you expand shapes how you win — and what your rivals will kill to take from you. Unscouted garrisons appear only as bands: a few, some, many, a horde.