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20 · Glossary

Status: Living page · Owner: TBD · Updated: 2026-09-23

Shared vocabulary. If a term appears in more than one page, it belongs here. Keeping this honest is how the team avoids three names for one system.

Game terms

TermMeaning
DynastyA playable faction; a kingdom or empire that historically ceased to exist
AgeA major progression tier that visually and mechanically transforms the city
Core buildingThe city's gating structure; caps the level of all others
MarchAn army sent from the city to a map location
RallyA multi-player coordinated attack led by one player
NodeA map tile that yields resources when occupied
RuinA map site left by a fallen dynasty; excavated for relics or blueprints
ShieldProtection preventing attacks on a city for a duration
Server / ShardAn isolated instance of the world with its own population
SeasonA bounded competitive cycle within a server

Unit classes

See Units & Battle for the full damage matrix.

TermMeaning
SwordmanLine infantry. Beats Pikemen, loses to Cavalry
PikemenAnti-cavalry infantry. Beats Cavalry, loses to Swordman
CavalryShock and raid. Beats Swordman, loses to Pikemen
MarksmanRanged. 1.5x to all units except siege; poor health
SiegeWall breaker. 2x to buildings, 0.5x to units; normal health
Counter triangleSwordman > Pikemen > Cavalry > Swordman
MultiplierDamage scalar applied by attacker class against defender class

Production terms

TermMeaning
PillarA design principle with the authority to kill a feature
Vertical sliceA small but fully finished piece of the real game
Live opsOngoing operation of a launched game: events, balance, economy
Faucet / SinkWhere a currency enters / leaves the economy
F2P / IAP / LTVFree-to-play / in-app purchase / lifetime value

Per-dynasty terminology

Fill in as factions are locked — each dynasty's own words for its ranks, core building and military units. See Narrative.

DynastyCore buildingRuler titleArmy term

Internal design document — work in progress.