◈ Seven playable civilizations — all four epochs designed and implemented. Currently centered on Epoch I, with active development underway. ◈
The Game
The Weight of an Entire Civilization's Life
Chronicles is not a game you reset. Your civilization begins in the ancient world and must survive across four distinct eras — carrying the economic foundations you built, the military doctrine you developed, and the diplomatic relationships you formed or burned.
Epoch transitions are earned through research, not time. A 90-second window opens when all three tech branches are complete. Your units upgrade, your resources carry over at 50%, and the strategic calculus shifts entirely.
There is one victory condition currently implemented: domination. The game does not end until one civilization's military is eliminated. The weight of that final commitment is intentional.
Implemented Systems
Each System Does Real Work
Every system below is fully implemented and running in the current build.
Economy & Workers
Workers gather grain, stone, bronze, and gold from resource tiles and deposit autonomously. Granaries stabilize supply. Research multiplies yields. Territory ownership affects resource rates. Workers flee combat and prioritize by economic weight.
Real-Time Combat
Infantry, ranged, cavalry, siege, and scout units form a tactical triangle of advantage and vulnerability. Morale cascades across formations. Charge bonuses reward movement. Abilities trigger on cooldown. Units retreat when morale breaks.
Territory & Influence
Each structure radiates territorial influence. Overlapping influence from multiple factions creates contested tiles. Frontlines shift as structures are built, captured, or destroyed. Territory gates where you can build.
Technology Research
Three research branches — Military, Economy, Culture — each contain four tiers across the four epochs. Research is continuous. Effects apply as stat bonuses, unit unlocks, structure unlocks, or resource multipliers.
Siege & Fortification
Rams and catapults deal increased damage against structures. Siege units have setup times before firing. Walls slow advances and require gates for passage. Towers garrison soldiers and extend vision radius.
Diplomacy & Coalitions
Civilizations form pacts — defensive, trade, containment, or opportunistic. Pact stability decays over time unless conditions are met. The AI evaluates threat levels and resources before forming or dissolving coalitions. Shadow diplomacy tracks private attitudes and grudges.
The Four Epochs
From Bronze Age to the Far Future
All four epochs are fully designed with distinct units, technologies, and resources. All four epochs are fully designed with units, technologies, and resources across all seven civilizations. Active development is currently focused on Epoch I polish and stability.
I
3000–500 BC
The Ancient World
The founding era. Grain feeds your army, stone raises your walls, and bronze equips your soldiers. Your civilization's identity is established here — and its early choices carry forward.
Resources
Sample Units
II
700–1100 AD
The Medieval Age
Iron replaces bronze. Cavalry dominates open ground. Trade routes carry wealth, and faith binds your civilization together. What you built in the ancient world shapes your medieval capacity.
Resources
Sample Units
III
1939–1945
World War II
Combined arms warfare at industrial scale. Oil and steel drive your war machine. Intelligence shapes outcomes before the first shot. Your economic decisions across prior epochs now determine what you can field.
Resources
Sample Units
IV
2400 AD
The Future
Energy, data, and dark matter replace the old currencies of power. The civilizational arc completes. What you built across three thousand years determines your position in the final epoch.
Resources
Sample Units
Seven Playable Civilizations
Distinct by Design
Each civilization has a unique identity, doctrine, passive bonuses, and a full unit roster across all four epochs — with distinct names, abilities, and stat profiles.
Follow Development
Chronicles is in active development — seven civilizations, four epochs, a fully running game loop. Follow along for progress updates and early access information.







