An element is a component of the game which, when put together with others, can form a powerful empire.


There are 5 categories of elements:

  • Citizens who ensure the running of resource production infrastructures of a field.
  • Infrastructures that serve economic, civil or military purposes of a field.
  • Researches that give bonuses to a whole empire.
  • Units that are mobile and can be used for operations.
  • Defences that protect a field against potential attacks.

Value, level and number

A "value" of an element is the quantity that represents the evolution or progression for this element. Value can be defined according to 2 systems:

  1. The level system for:
    • infrastructures,
    • researches.
  2. The number system for:
    • citizens,
    • units,
    • defences.


Elements are characterised by different values and quantities known as "characteristics", which are presented below.


The speed represents the rate at which an element can cover a distance on the map during an operation travel. It is expressed in tiles per hour (also written "t/h" or "tile/hour"). Example: if the speed is equal to 5, the element will move at a rate of 5 tiles per hour.


In battle, the resistance of an element is the value that opposes the power of an element and can be compared to a life system: the higher it is, the more the element will be able to resist blows from another element.


In battle, the power of an element is the value that opposes the resistance of another element: the higher it is, the more easily it will penetrate the resistance of another element and therefore the more damage it will inflict. When spying, the power determines effectiveness.


The initiative is the value that determines when the element can inflict damage during a battle. In the attack sequence of a battle, the initiative values are sorted in descending order: the higher the initiative is, the earlier the element can attack in a battle. When two initiative values are equal, the defender's element will have the advantage.


The capacity defines the quantity of resources that can be carried by the element during an operation travel. Example: if the capacity is 1,000, 1,000 units of resources can be carried.


Many elements have implicit effects that are explained in their description, particularly infrastructures and researches. So it is essential to find out more as you progress through the game, to get the full picture of the effects of the elements.


Acquiring any element is not that simple: some elements require you to unlock a more or less complex tree of prerequisites before they can be developed. This means that elements with powerful characteristics and effects can only be discovered and used later in the game.


All elements have a cost in resources which varies according to:

  • the value (level/number) of the element,
  • a factor specific to each element.

This same cost is used to calculate the ranking scores.


An element order is the dynamic of change in value (level/number) of an element.


Some element orders will be instantaneous, especially for the first citizens, while others will take a longer or shorter time depending on a number of factors:

  • the cost,
  • a factor specific to each element,
  • elements that reduce duration,
  • the faction,
  • the world,
  • an arbitrary constant common to all elements, which defines the duration in seconds for a unit of resources (1 / 3).