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Build an Empire Game Online: Free in Your Browser

If you want a build an empire game online that runs in the browser, here is the honest version: nobody lays bricks in Warfront. You build an empire by taking the map, not by placing buildings. Bases are already standing, gold is the only resource, and there are no workers and no real-time rush.

Four armies in blue, red, green and gold on a wide map, each with a walled base in its own corner, with villages, mines and mountains between them and one commander's move tiles lit.
A free-for-all for four on The Citadel. Every village on the map is somebody's income.

What empire building means here

Each player leads a hero and a bought army on a square grid, and the map is dotted with villages, gold mines and castles. Capture one and its gold is yours every turn. Lose it and the gold goes to the other side. The only construction in the game is upgrading the wall ring around your headquarters.

So your empire is the set of tiles you hold, and the economy is turn-based. Nothing happens while you think.

The gold math

SourceGold per turnCapture pointsNote
Base income60noneEvery player, every turn
Village6020The cheapest land to take
Gold Mine11024The centre tile is a mine in the default win mode
Castle (the Keep on the board)5524Also trains the heavy units
Age II / Age IIIx1.25 / x1.55noneMultiplies building income, not the base 60
Upkeep13% of pricenonePer fielded unit, every turn

Income, upkeep and healing all happen at the start of your turn. Net gold is income minus upkeep, and it never drops below zero. A 100-gold Swordsman costs 13 a turn to keep, and a 300-gold Cavalry costs 39. An idle army is not free.

Why land is soldiers

Your army cap is 8 plus one for every non-wall building you own, with a hard maximum of 16 units including your hero. Each village you take pays gold and also raises the cap. Land buys both the gold to recruit and the room to keep the recruits.

You may recruit once per building per turn, and a new unit waits a turn before it can act. Every barracks or castle you add is one more recruit a turn.

A sensible order of expansion on Twin Rivers

Twin Rivers is the default map: 11 by 17, two rivers, four bridge tiles and an open middle. Everyone starts with two Swordsmen, an Archer and a hero.

  1. Send the Swordsmen to the nearest villages. They are the cheapest capturers.
  2. Buy another capturer or two before you buy anything fancy. Land first, because land pays.
  3. Contest the centre mine with a group, not one unit. In bot simulations the first contact on this map came around round 2.
  4. You already own a castle at home, and it trains Cavalry from turn 1 if you can pay. Add a neutral castle when you want a second place to train heavy units.

For the full opening, see the strategy guide.

The Headquarters panel at Age II: income +429, upkeep -117, 889 gold, training cards for Swordsman, Spearman, Archer, Standard Bearer and Field Medic, and the locked Age III offer.
Your whole economy in one line: income, upkeep and what the gold can buy right now.

The ages are the long game

Advancing to Age II costs 450 gold and is available from turn 4. Age III costs 950, from turn 9. Each age raises building income, so a wide empire gains the most from them. The details, and the timing decision, are in games where you advance through ages.

How an empire falls

You lose when your hero dies or your headquarters is captured. Land does not save you from either. Your headquarters sits behind a wall ring with 14 HP at level 1, 24 at level 2 and 40 at level 3. Enemies must break it or fly over it, and your own foot units standing on it get +3 defence.

The game softens runaway wins. A player with fewer than 80% of the buildings of the best rival earns 35% more gross income. In a free-for-all, killing a unit of the seat leading on score pays 1.6 times the normal loot. Our piece on the territory conquest game goes through capture rules in detail, and medieval strategy games online covers sieges.

Taking from others

Fighting also pays. Killing an enemy unit loots 22% of its price, and killing an enemy hero pays a 250-gold bounty. Units earn veteran stars at 1, 3 and 6 kills, each worth +1 attack and +1 max HP. Those stars last only inside the match: nothing you earn carries into the next one.

Healing is also land-based. A unit next to one of your own buildings heals 2 HP at the start of your turn, and a hero always heals. Holding ground keeps your army alive as well as paying for it.

Where to start

Play one duel and count how many tiles you hold at the end of turn five. That number tells you more than any score. Then repeat, and take one more tile earlier.

Frequently Asked Questions

Can you build bases in Warfront?

No. Every base is pre-placed. The only thing you construct is an upgrade to your headquarters wall ring. You grow by capturing villages, gold mines and castles.

What is the only resource?

Gold. It arrives passively from the buildings you hold, plus a base income of 60 a turn. There is no wood, food or gathering.

How big can my army get?

The cap is 8 units plus one for each non-wall building you own, up to 16 including your hero.

Is it real time?

No. It is turn-based. Nothing moves until a player acts, and the only timer is the move clock, 120 seconds by default.

How do I lose my empire?

Your hero dies or your headquarters is captured. A team is defeated when all its seats are out.

Warfront

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