Skip to main content

3 posts tagged with "design"

View All Tags

· 15 min read
Sergii

Thank You To The First Settlers

Before discussing the update itself, I would like to thank everyone who has joined War of Continents during its earliest days.

Whether you completed missions, reported bugs, shared feedback, participated in discussions, or simply continued exploring the world, you have helped shape the direction of the game.

War of Continents is still a young world.

Many of its systems are evolving. Many are still being built. And many ideas that exist today will continue to improve as we learn from real gameplay and real players.

The first settlers are not simply players.

They are helping build the foundations of the world itself.

For that, I am genuinely grateful.


One Of The Most Important Changes Of The First Epoch

Today we are releasing one of the largest gameplay updates of the First Epoch.

At first glance, it may appear to be little more than a new mission and a new building.

In reality, the changes go much deeper.

This update changes the way Elementals appear around lands.

It changes how they are discovered.

How they are transported.

How they are stored.

And ultimately, how civilization interacts with them.

Many future systems planned for later stages of the First Epoch and beyond depend on the foundations introduced here.

Because of that, this update is much larger than it may initially appear.


Why This Update Matters

Since the earliest design discussions of War of Continents, Elementals were never intended to be ordinary resources.

They were always meant to represent something more fundamental.

Something that existed independently of players.

Something difficult to find.

Something difficult to control.

Something that civilization must gradually learn to understand and master.

The original implementation achieved the practical goals needed to launch the game.

But it represented only part of the long-term vision.

This update brings the Elemental system significantly closer to that vision.


What This Article Will Cover

In this article, I would like to explain:

  • what Elementals are within the world of War of Continents;
  • why they play such an important role in civilization;
  • how the original system worked;
  • why it became necessary to evolve it;
  • how the new system functions;
  • and why these changes matter for the future of the world.

The Lyfe Cycle of an Elementals

Some details will continue to evolve as balancing progresses.

That is expected.

But the principles behind the system are intended to remain part of the world for a very long time.

What Elementals Are

Elementals In The Lore Of War Of Continents

Long before the first settlements appeared, the world was already shaped by the forces of Air, Fire, Water, and Earth.

These forces existed before kingdoms, before roads, before towers, and before civilization itself.

Occasionally, small concentrations of these forces manifest within the world.

These manifestations are known as Elementals.

Elementals are not creatures.

They are not materials.

They are not objects crafted by human hands.

They are fragments of primordial elemental power that have temporarily taken form within the world.

Civilization does not create Elementals.

Civilization discovers them.


Air, Fire, Water, And Earth

Every Elemental belongs to one of the four primordial elements.

🌪️ Air is associated with creation, construction, innovation, and progress.

Many of the structures and advancements that shape civilization owe their existence to the influence of Air.

🔥 Fire is associated with conflict, protection, territorial control, and the projection of power.

Throughout history, Fire has shaped both conquest and defense.

💧 Water is associated with capacity, storage, distribution, and exchange.

Trade, logistics, and the movement of resources all depend upon principles represented by Water.

🌍 Earth is associated with fertility, productivity, abundance, and growth.

The prosperity of lands and the success of many forms of labor are closely connected to Earth.

Although each element expresses itself differently, none is inherently superior to the others.

Civilization depends upon the balance of all four.


Elementals Are Discovered, Not Manufactured

One of the most important principles of the world is that Elementals cannot be manufactured.

Blacksmiths cannot forge them.

Builders cannot construct them.

Merchants cannot produce them.

Elementals already exist within the world.

The challenge is finding them.

Throughout history, civilizations have invested enormous effort into locating elemental manifestations and bringing them under control.

Heroes continue this tradition today.

When a Hero searches for Elementals, they are not creating new elemental power.

They are discovering a fragment of power that already existed somewhere within the world.

Elementals are not produced.

They are discovered.


Why Elementals Leak From Vessels

Elementals possess a unique characteristic.

They resist containment.

Unlike stone, wood, or gold, Elementals do not naturally remain where they are placed.

Even when stored inside specially constructed Elemental Vessels, they gradually disperse over time.

They gradually return to the elemental forces from which they originated.

Others simply vanish beyond the understanding of modern scholars.

This behavior is not considered a flaw.

It is a fundamental property of Elementals themselves.

Because of this, civilizations have spent centuries developing methods to improve containment.

Elemental Vessels, Seals, and other technologies exist for a single purpose:

to delay the inevitable return of elemental power to the world.

Core Principle

Elementals are not rare because they are scarce.

They are rare because they are difficult to find, difficult to control, and impossible to hold forever.

No civilization truly owns Elementals.

It merely borrows their power for a time.


Why Elementals Are Essential For Civilization

If Elementals are so difficult to contain, why do civilizations continue searching for them?

The answer is simple.

Elementals make progress possible.

Across the continents, Elementals are used to strengthen infrastructure, improve settlements, and unlock new opportunities for growth.

Yet Elementals are not consumed like ordinary resources.

They are catalysts.

When Elementals are applied to a project, their power is temporarily directed toward a specific transformation.

Once their role is complete, that power gradually returns to the world.

Elementals are not consumed like ordinary resources.

They are catalysts.

Civilization does not burn Elementals as fuel.

Civilization borrows their power.

For a time.

Many of the greatest achievements of civilization would be impossible without them.

For this reason, mastering Elementals remains one of the defining challenges of the world itself.

How The First System Worked

Why The Original System Was Simple

When the First Epoch began, War of Continents was still a very young world.

Many of the systems that exist today had not yet been built.

Heroes were only beginning their journeys.

The economy was still taking shape.

Core progression systems were being introduced for the first time.

At that stage, the most important objective was not depth.

It was creating a stable foundation upon which future systems could be built.

The original Elemental system was designed with that goal in mind.


What The First Version Needed To Solve

The first implementation focused on a few essential ideas.

Players needed a valuable resource that could support construction and progression.

Heroes needed a meaningful activity that could be repeated over time.

Elementals needed to feel different from ordinary resources.

And perhaps most importantly, the world needed its first glimpse of elemental containment and leakage.

The system accomplished all of these goals.

Heroes searched for Elementals.

Elementals were brought back to lands.

Stored Elementals gradually escaped over time.

Seals reduced losses.

Buildings consumed Elementals for upgrades.

The result was a system that was simple, understandable, and capable of supporting the early growth of the world.


Why We Needed To Move Further

As more players joined the world and more systems were introduced, the limitations of the original design became increasingly visible.

Different lands behaved in nearly identical ways.

Searching for Elementals lacked meaningful variation.

Heroes played only a limited role in the overall process.

Most importantly, Elementals gradually started to feel like a resource rather than a natural force of the world.

The original system successfully accomplished its purpose.

The problem was not that it was wrong.

The problem was that the world had grown beyond it.

The next step was not to replace the idea behind Elementals.

It was to bring the mechanics closer to the vision that had always existed behind them.

Looking Back

The original system successfully accomplished its purpose.

The problem was not that it was wrong.

The problem was that the world had grown beyond it.

From Discovery To Civilization

The most significant change introduced by this update is not a new building, a new mission, or even a new balancing model.

The most significant change is a different way of thinking about Elementals.

Elementals are no longer treated as resources that simply appear after completing a mission.

Instead, they are treated as a natural phenomenon that exists independently of players and settlements.

Civilization does not create Elementals.

Civilization discovers them, contains them, and temporarily directs their power.

To understand the new system, it is useful to follow the journey of an Elemental from its appearance in the world to its eventual return.


Elementals Gather Around Lands

Although Elementals exist throughout the world, they tend to accumulate more densely around settled lands.

Scholars continue to debate why this happens.

Some believe Elementals are drawn to concentrations of civilization.

Others argue that settlements are simply established in places where Elementals are already abundant.

Whatever the cause, one fact is clear.

The lands surrounding settlements contain significantly more accessible Elementals than the untouched wilderness beyond.

Not all lands are equal.

Rare lands tend to attract greater concentrations of Elementals than common lands.

More importantly, every land possesses a permanent elemental affinity.

An Air land will naturally attract more Air Elementals.

A Fire land will naturally attract more Fire Elementals.

A Water land will naturally attract more Water Elementals.

And an Earth land will naturally attract more Earth Elementals.

Core Principle

Foundations do not change the nature of a land.

They amplify it.

Elemental Foundations strengthen the existing affinity of a land and further increase the presence of matching Elementals in the surrounding area.


Elemental Fatigue And Recovery

Elemental concentrations are not limitless.

When Heroes repeatedly search the same area, they gradually discover the easiest Elementals to find.

As these nearby concentrations are depleted, further discoveries become more difficult.

This effect is known as Elemental Fatigue.

Importantly, Fatigue does not mean that Elementals are being destroyed.

The surrounding environment simply becomes less concentrated and therefore harder to harvest efficiently.

Over time, elemental forces naturally gather again.

The environment recovers.

New concentrations form.

And the cycle begins anew.


Heroes Search For Elementals

Once Elementals have accumulated around a land, Heroes may attempt to locate them.

Search missions represent expeditions into the surrounding environment in pursuit of elemental manifestations.

The outcome of these expeditions depends on many factors, including the conditions surrounding the land and the capabilities of the Hero conducting the search.

Successful missions reveal Elementals that can potentially be recovered and brought back to civilization.

Not every expedition produces the same result.

Some discoveries are larger than others.

Some elements are more abundant than others.

And some opportunities emerge only under specific conditions.


Carrying Elementals Home

Finding Elementals is only the beginning.

The greater challenge is bringing them home.

Unlike ordinary resources, Elementals actively resist control.

A Hero may discover far more Elementals than they can safely transport.

note

A Hero's success is measured not only by what they discover, but also by what they manage to bring home.

Heroes possess a limited ability to control elemental energy during the journey back to their settlement.

Any Elementals that exceed that limit cannot be contained.

They disperse and return to the elemental environment from which they emerged.

For this reason, finding Elementals is often easier than controlling them.


Elemental Vessels

Recovered Elementals are transferred into Elemental Vessels.

These structures serve as the primary containment system used by civilizations throughout the world.

Without Vessels, long-term storage of Elementals would be impossible.

Every Vessel has a limited capacity.

Expanding that capacity requires both investment and experience.

As rulers gain Profile Levels and deepen their understanding of the world, new Vessel upgrades become available.

This allows more advanced civilizations to contain larger quantities of Elementals than newly established settlements.

Core Principle

Elementals are not rare because they are scarce.

They are rare because they are difficult to find, difficult to control, and impossible to hold forever.

No civilization truly owns Elementals.

It merely borrows their power for a time.


Leakage And Seals

Even the most advanced containment systems are imperfect.

Elementals naturally resist confinement.

As a result, stored Elementals gradually leak from their Vessels over time.

They return to the elemental environment from which they emerged.

Seals exist to slow this process.

By strengthening the bond between Elementals and their Vessel, Seals reduce the rate at which Elementals escape.

More advanced Seals provide an additional benefit.

They establish a protected reserve within the Vessel.

Elementals stored below this threshold become fully secured and no longer leak over time.

info

Elementals below the protected threshold are considered fully secured and no longer leak from the Vessel.

This protected reserve grows as stronger Seals are obtained and upgraded.


Using Elementals

Civilizations do not gather Elementals simply for the sake of collecting them.

Elementals exist to be used.

They support construction, development, and the advancement of civilization.

Yet Elementals are fundamentally different from ordinary resources.

Wood is consumed.

Stone is consumed.

Food is consumed.

Elementals are not.

Elementals are not consumed like ordinary resources.

They are catalysts.

When a building upgrade or other project begins, Elementals are applied at the very start of the process.

Their power drives the transformation that follows.

Once that power has been released, it cannot be recovered.

warning

Elementals are applied at the beginning of a project.

If a mission or upgrade later fails, ordinary resources may be returned, but Elementals are not refunded because their power has already been released.

Eventually, that elemental energy returns to the world.

Civilization does not burn Elementals as fuel.

Civilization borrows their power.

For a time.

And so the cycle continues.

Elementals gather around lands.

Heroes discover them.

Civilizations contain them.

Their power is used.

And in time, they return to the world once again.

Final Notes

We Build The Game By Playing The Game

War of Continents has always been an unusual project.

Many games are developed behind closed doors and revealed only after most systems have already been completed.

War of Continents is evolving differently.

The world is being built while it is being inhabited.

Every mission completed.

Every bug reported.

Every balance discussion.

Every suggestion shared by the community.

All of these things help shape the future of the world.

The First Epoch is not only about building settlements.

It is also about building the game itself.

In many ways, the first settlers are helping create the foundations upon which future generations of players will build.


Balance Will Continue To Evolve

This update introduces new systems, new relationships, and new strategic considerations.

As with any major change, balancing will continue.

Values may be adjusted.

Mechanics may be refined.

Additional improvements will certainly be introduced.

That process is expected.

The purpose of this update was not to deliver a final version of the Elemental system.

The purpose was to establish a stronger foundation for everything that comes next.


More Changes Will Come

Elementals are among the oldest systems in the game.

They are also among the most important.

Because of this, their evolution does not end here.

Future stages of development will continue expanding the role of Elementals within the world.

New mechanics.

New interactions.

New opportunities.

And new challenges.

Many of those future systems become possible because of the foundations introduced in this update.


Why This Update Matters

At first glance, this update introduces only a new mission and a new building.

In reality, it changes something much more important.

It changes the way the world thinks about Elementals.

Elementals are no longer simply rewards obtained from a mission.

They now exist as part of a larger cycle of discovery, transportation, containment, utilization, and return.

That cycle brings the mechanics closer to the vision that has existed behind the world from the very beginning.


Thank You For Building The World With Us

To everyone who has joined us during these early stages:

Thank you.

Thank you for your patience.

Thank you for your feedback.

Thank you for your ideas.

And thank you for choosing to spend your time in a world that is still growing.

The First Epoch

The First Epoch is far from over.

There is still much to build.

And we are only getting started.

· 5 min read
Sergii

Part of the Foundational Principles of War of Continents series.

Many online games combine progression, spending and power into a single system.

The more you spend, the stronger you become.

The more you progress, the more advantages you gain.

Over time, the distinction between achievement and investment often becomes blurred.

From the earliest design stages of War of Continents, we wanted to take a different approach.

We wanted to separate two fundamentally different concepts:

  • mastery of the world;
  • contribution to the ecosystem.

This is why War of Continents has both Profile Levels and VIP Levels.

While they may appear similar at first glance, they serve very different purposes.


What Profile Level Represents

Profile Level represents a ruler's experience, knowledge and understanding of the world.

It reflects how deeply a player has participated in the development of their civilization and how much of the world they have mastered.

Profile progression is earned through gameplay.

Heroes perform missions.

Missions generate experience.

Experience increases Profile Level.

As a player's Profile grows, they gradually unlock access to more advanced systems, technologies and opportunities.

In future Epochs, Profile Levels will become increasingly important as civilization grows more complex.

Profile is not intended to measure wealth.

It is intended to measure mastery.


Why Profile Cannot Be Purchased

One of the core principles of War of Continents is that understanding the world cannot be bought.

A player may acquire lands.

A player may acquire heroes.

A player may support the project.

But none of those actions should automatically grant the same recognition as genuine participation and experience.

Profile progression exists to represent time spent learning the world, making decisions, developing infrastructure and participating in the evolution of civilization.

For this reason, Profile Levels cannot be directly purchased.

They must be earned.


Profile Cannot Be Bought, But Capacity Matters

War of Continents is a strategy game, and strategic capacity matters.

Players with more heroes can perform more missions.

Players who perform more missions can earn experience faster.

This is intentional.

However, there is an important distinction.

Heroes create opportunities for participation.

They do not replace participation itself.

A player with a large civilization but little activity may progress slowly.

A highly active player with a smaller civilization may progress surprisingly far.

Profile growth is therefore influenced by a player's operational capacity, but it is still earned through interaction with the world.

You can expand your ability to participate.

You cannot purchase mastery directly.


What VIP Represents

VIP serves a different purpose.

While Profile reflects mastery of the world, VIP reflects contribution to the ecosystem.

Players contribute to the world in many different ways.

Some contribute through long-term activity.

Some contribute by expanding their civilization.

Some contribute by helping the project grow.

VIP exists to recognize and reward those contributions.

Importantly, contribution and mastery are not the same thing.

A player can be highly experienced without having a high VIP Level.

A player can support the project without having mastered every system in the world.

Both forms of participation are valuable.

They simply represent different things.


How VIP Progression Works

Unlike Profile Levels, VIP progression is not tied exclusively to gameplay experience.

VIP Points can be earned through multiple forms of contribution.

Examples include:

  • participation in certain game activities;
  • referral-based ecosystem growth;
  • expanding a civilization through the creation of new lands and heroes;
  • and, in the future, direct support of the project.

While the sources may differ, they all share a common theme:

VIP reflects contribution to the ecosystem.

The system is intentionally designed so that VIP is not limited solely to direct spending.

Supporting the growth of the world is also considered a meaningful contribution.


VIP Improves The Path

VIP is not intended to replace progression.

It is intended to improve the journey.

VIP may provide:

  • convenience;
  • efficiency;
  • quality-of-life improvements;
  • reduced friction;
  • and greater comfort while managing a growing civilization.

However, VIP should never replace understanding of the world itself.

Supporting the project should make the journey smoother.

It should not bypass the journey entirely.


Profile Unlocks The Path

Profile serves a different role.

As rulers gain experience and deepen their understanding of the world's systems, they gain access to new opportunities.

Profile progression is intended to unlock:

  • new mechanics;
  • advanced infrastructure;
  • deeper civilization systems;
  • future technologies;
  • and increasingly complex forms of gameplay.

The world grows more sophisticated through the Epoch system.

Profile reflects a ruler's readiness to participate in that growing complexity.


Why We Chose This Approach

War of Continents is built around a simple belief:

Players should respect achievement.

When you encounter a ruler with a high Profile Level, you should know that they have spent time in the world.

They have developed their civilization.

They have participated in its evolution.

They have earned that progress.

At the same time, players who support the ecosystem should feel appreciated and rewarded for their contribution.

Both forms of participation matter.

Neither should replace the other.


Looking Toward Future Epochs

As new Epochs introduce additional layers of civilization, the distinction between Profile and VIP will become even more important.

Civilization will become more complex.

New systems will emerge.

New opportunities will appear.

Profile will continue to represent mastery of the world.

VIP will continue to represent contribution to the ecosystem.

Together, they create a progression model that values both participation and support without confusing one for the other.


A Foundational Principle

One of the foundational principles of War of Continents can be summarized in a single sentence:

VIP improves the path.

Profile unlocks the path.

Both matter.

But they are not the same thing.

And preserving that distinction is important for the long-term health of the world we are building together.

· 8 min read
Sergii

Part of the Foundational Principles of War of Continents series.

Many online games are built around seasons.

A season usually means a temporary cycle: new rewards, new competition, new content, and often some form of reset. The world moves forward for a while, then the cycle ends, and the next one begins.

War of Continents is built differently.

We do not use Epochs as seasonal resets.

We use Epochs as stages of civilization growth.

An Epoch is not just a roadmap label or a marketing name for an update. It is a way to build the world in layers, where each layer expands what civilization can understand, build, control and fight for.

This distinction is important.

War of Continents is not meant to be a short-lived game with temporary progression. It is designed as a persistent world: a place with lands, heroes, missions, resources, infrastructure, economy, ownership, alliances, future conflicts and long-term history.

A world like this should not constantly restart.

It should evolve.


Seasons Reset Progress

In many games, seasons are useful because they create fresh starts.

They give players a new race, a new reward track, a new competitive cycle and a reason to return.

But seasons also often imply that progress is temporary.

The current cycle matters until the next one begins.

Then rewards are replaced, rankings are refreshed, and part of the world loses historical weight.

That approach can work well for some games.

But it is not the foundation of War of Continents.

WOC is not designed around disposable progression.

It is designed around persistent development.

Your lands should matter.

Your heroes should matter.

Your infrastructure should matter.

Your progress should become part of the history of the world.


Epochs Expand Civilization

Epochs in War of Continents are not resets.

They are expansions of civilization.

Each Epoch introduces new layers of depth:

  • new mechanics;
  • new forms of progression;
  • new infrastructure;
  • new economic systems;
  • new ways for players to interact;
  • and new strategic possibilities.

The First Epoch does not exist to show everything War of Continents will ever become.

Its purpose is to establish the foundation of the world.

Players receive lands.

Heroes perform missions.

Resources are gathered.

Elementals are discovered.

Infrastructure begins to grow.

This is the first layer of civilization.

Future Epochs will not erase this foundation.

They will build on top of it.


Why We Build In Layers

A large persistent world cannot be built honestly in a single release.

There are always more ideas than time, resources and certainty.

You can design many systems on paper.

You can calculate economy in spreadsheets.

You can imagine how players will behave.

But the real test begins only when actual players enter the world and interact with its systems in ways that were impossible to fully predict.

If we tried to build the complete version of War of Continents before launch, the project could remain in development for years.

There would always be one more missing mechanic, one more system, one more balance issue, one more reason to delay.

Epochs help us avoid that trap.

They allow the world to start living earlier while still preserving a long-term direction.


Each Epoch Tests The Foundation

Every new layer depends on the strength of the previous one.

If the basic mission loop does not work, there is no point in building advanced warfare on top of it.

If resource flow is broken, a complex economy will only make the problem larger.

If player progression feels meaningless, adding more systems will not solve the deeper issue.

This is why Epochs matter.

They allow us to test the foundation before building too much above it.

The First Epoch focuses on the core:

  • lands;
  • heroes;
  • missions;
  • gold;
  • Elementals;
  • seals;
  • towers;
  • and basic progression.

These systems may look simple compared to the long-term vision.

But they are the base layer of the world.

If this layer becomes stable, the next one can be stronger.


Details Matter More Than The General Idea

A high-level plan is important.

But in game development, the details decide whether a system actually works.

How long should a mission take?

How often should a player return?

Does a reward feel meaningful?

Does a cost feel fair?

Is progression too fast, too slow, or simply unclear?

These questions cannot be answered perfectly before players begin using the system.

Epoch-based development allows us to observe the real game, learn from player behavior, adjust weak points and improve the foundation before adding many more layers.

For a persistent world, this is critical.

It is better to strengthen the foundation than to quickly build something impressive but fragile.


Players Evolve Together With The World

One of the foundational principles of War of Continents is that players should evolve together with the world.

Early gameplay should not expose every future system immediately.

The First Epoch introduces the basic laws of the world.

Later Epochs will introduce deeper civilization systems:

  • resource infrastructure;
  • advanced buildings;
  • armies;
  • alliances;
  • crafting;
  • citadels;
  • new continents;
  • diplomacy;
  • and intercontinental conflict.

This gradual growth matters.

It allows players to learn the world step by step.

It also gives veterans the feeling that they were present when the world was younger, simpler and less developed.

That historical memory is important.

A persistent world becomes stronger when players can say:

I was there when this began.


Epochs Preserve Historical Weight

If War of Continents used seasonal resets, early progress would become temporary.

But Epochs are designed to preserve historical continuity.

The world should remember its early lands.

It should remember its first heroes.

It should remember the first settlements, the first major achievements, the first alliances and the first conflicts.

This does not mean that early players should become impossible to challenge.

New players must still have meaningful ways to enter the world.

But it does mean that time, effort and participation should leave a mark.

Progress should have weight.

History should matter.


Why The First Epoch Is Not The Final Form

The First Epoch is not the complete version of War of Continents.

It was never meant to be.

It is the beginning of a world that will grow over time.

At this stage, the focus is on the first layer of civilization:

  • claiming lands;
  • commanding heroes;
  • performing missions;
  • gathering resources;
  • discovering Elementals;
  • improving infrastructure;
  • and establishing the basic rhythm of progression.

Future Epochs will add new layers of complexity.

But those future systems should emerge from the existing foundation rather than replace it.

This is the difference between an Epoch and a season.

A season starts a new cycle.

An Epoch deepens the existing world.


The Practical Side Of Independent Development

There is also a practical reason for this approach.

War of Continents is developed independently.

There is no major publisher behind the project.

Servers, tools, services, infrastructure, visual assets and development all have real costs.

Building a large online world for years in a completely closed mode would be difficult and risky.

An early launch allows the world to begin living.

Players receive something real, not just a promise.

The project receives feedback, activity and support from people who are genuinely interested in its future.

For us, this balance is important.

We do not want to sell only a dream.

But we also do not want to wait for many more years until every planned system is complete.

Epochs allow us to build honestly:

step by step,

layer by layer,

world first.


What Epochs Mean For Players

For players, Epochs mean that War of Continents will grow gradually.

New systems will not appear all at once.

They will be introduced when the world is ready for them.

Some mechanics will be refined.

Some details will improve.

Some decisions will change after we observe the real game.

But the general direction remains stable:

to build a persistent, evolving fantasy civilization ecosystem where progress matters.

Epochs are not a way to reset the world.

They are a way to let the world mature.


A Foundational Principle

One of the foundational principles of War of Continents can be summarized like this:

Epochs expand civilization. Seasons reset cycles.

War of Continents is not built around temporary cycles.

It is built around long-term evolution.

The First Epoch is not the final form of the game.

It is the first real layer of a world that has started to live.

And from here, the world will continue to grow:

step by step,

epoch by epoch.