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Civilization Epoch Roadmap

War of Continents evolves through Epochs: global stages in the development of one shared persistent world. Each Epoch deepens that world with new forms of knowledge, infrastructure, economy, conflict, cooperation, and strategic participation.

Each Epoch has a player-facing name and a civilization stage that describes its durable product purpose. Their order shows how civilization layers are intended to build upon one another; it does not establish dates, durations, or automatic transition conditions.

Epoch overview

EpochNameCivilization stageStatus
1Elemental AwakeningFoundations of the WorldActive
2Roads of ProsperityInfrastructure and Regional EconomyIn design
3March of ArmiesArmies and Territorial ExpansionConceptual
4Forged for WarMilitary Mastery and Industrial GrowthConceptual
5Citadel WarsCitadels and Regional DominanceConceptual
6New HorizonsNew ContinentsConceptual
7War of ContinentsIntercontinental CivilizationConceptual

Status guide

  • Active: the globally active stage of the shared world.
  • In design: product intent, boundaries, relationships, and candidate systems are being actively defined; this is not a release commitment.
  • Conceptual: the broad civilization direction exists, but its systems and boundaries have not entered active product design.

How the world develops

The intended trajectory moves from personal development and elemental foundations toward production, specialization, trade, armies, industrial growth, regional power, continental expansion, and intercontinental strategy.

Each stage builds upon the persistent Lands, Heroes, resources, infrastructure, relationships, and history established before it. Epochs deepen civilization rather than replace the world or reset its history.

Roadmap boundary

This roadmap describes long-term direction rather than a release schedule.

  • Epoch names, sequence, scope, and focus can evolve before activation.
  • A future direction does not promise a particular mechanic, rule, asset, or release date.
  • Concrete mechanics require separate product decisions and development specifications.
  • Only confirmed active behavior should be treated as currently available gameplay.

Epoch 1 is active. Epoch 2 is in product design. Epochs 3–7 remain conceptual. None of the future Epochs should be read as a fixed release commitment.