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Speed Chaos runs while you are logged out. Treasury pays every 7.5 minutes, unit production every 5.0 minutes, attack turns every 1.0 minutes, and rankings every 15.0 minutes while the age is open. New accounts start with 15,000 gold, 50 untrained soldiers and 500 attack turns. Start with Command, then Jobs, Army and Armoury. Use Stat Advisor to compare purchases against your current stats.
Back to contentsRealms and bonuses
Choose a realm at registration. Its multipliers affect the corresponding totals.
Kingdom of Men: attack ×1.05, defense ×1.05, covert ×1.00, income ×1.10, production ×1.00.
Elven Realm: attack ×1.10, defense ×1.00, covert ×1.20, income ×1.00, production ×0.95.
Dwarven Holds: attack ×1.00, defense ×1.20, covert ×0.90, income ×1.15, production ×1.00.
Shadow Horde: attack ×1.20, defense ×0.95, covert ×1.00, income ×0.95, production ×1.20.
Covert is your spy strength. Fractional final values are rounded down.
Back to contentsNavigation and Command
Home opens the public main page without requiring you to log out. The How to Play link opens this guide.
Your Realm: Command, Army, Jobs, Armoury and Bank.
Battle: Battlefield and Attack Logs.
Community: Alliances and Messages.
Account: My Account.
Command summarizes treasury, bank balance, attack turns, income, production, army composition, combat strengths, rankings, upgrades, integrity, owned/equipped items and your top 20 active officers. View all officers opens the paginated list. The banner shows the age countdown; the game header also shows attack turns and the world-turn countdown. Small treasury labels help distinguish thousands, millions, billions and trillions.
The right sidebar displays your current attack strength, attack rank and attack turns, refreshed with the live statistics.
Back to contentsIncome and unit production
Each open world turn adds gold and untrained soldiers. Before the realm income bonus, income is 1,000 × Income Level, plus 10 gold per untrained soldier, 2 per attack soldier and 2 per defense soldier. Spies earn no income. Income upgrades improve the base job income, not the per-soldier rates.
Jobs provides Income and Unit Production upgrades. Income currently ends at level 19; unit production ends at level 100. The production totals before realm bonuses are: level 1 = 50, level 2 = 100, level 3 = 150, level 4 = 200, level 5 = 400. Each level after 5 adds another 200. Level 100 produces 19,400 per turn before realm bonuses and officer contributions. The production figures are totals for the level, not amounts to add together.
Compare the displayed next upgrade price with your treasury, then buy. Officer production adds to your own production as described below.
Back to contentsTrain and untrain soldiers
In Army, choose an amount in the appropriate role and press Train. Max fills the largest affordable amount. Attack and defense training cost 100 gold per soldier; spy training costs 250.
Untrained soldiers each contribute 10% of a trained soldier’s base strength to BOTH attack and defense. Normal skill and realm bonuses apply. They add no covert strength. Once trained, the soldier leaves that pool and contributes only to the trained role.
To reverse training, use Untrain or its Max button. Soldiers return to the untrained pool immediately. There is no training-gold refund. Total army size is preserved, equipment stays in inventory, and combat strength recalculates. Untrained income and the 10% contribution apply again. Fewer trained soldiers can mean fewer equipped items. Income on the next turn reflects the new army composition.
Back to contentsBuy, equip and sell weapons
Armoury shows six attack weapon types, six defense weapon types and three spy-tool types in separate columns. Buy equipment for the matching trained soldiers.
1. Enter a quantity, or use Max Buy to fill the most you can afford within the ownership cap.
2. Press Buy to complete the purchase. Filling Max Buy alone does not buy anything.
3. Review Owned and Equipped. The strongest available items equip automatically, one per matching soldier. Excess inventory provides no power until enough matching soldiers exist.
The ownership cap is 5 billion of EACH item, not 5 billion across your entire inventory. Prices and item power are shown in Armoury.
Sell returns 50% of the listed purchase price, rounded down per item. Enter a quantity or fill it with Max Sell, then press Sell. You cannot sell more than you own. Equipped items can be sold; the remaining strongest items re-equip and strength updates immediately. Selling and untraining are separate actions.
Max Sell has a warm dashed outline and a downward arrow to distinguish it from Max Buy.
Back to contentsCombat upgrades and repairs
Armoury sells Attack, Defense and Spy skill upgrades up to level 19. Full skill multiplies by 1.5 for each level. Equipment power is added to soldier base power before skill and realm multipliers.
A successful attack damages the attacker’s attack-equipment integrity and the defender’s fortification integrity. Integrity reduces the BONUS portion of the purchased skill multiplier; it does not remove the soldier base contribution or realm bonus. For example, a full ×3.375 skill at 50% integrity becomes ×2.1875.
Use Repair Attack Equipment or Repair Fortifications to restore integrity to 100% for the displayed gold cost. Raid causes more fortification damage than the other modes. Spy tools do not use these attack/defense repair controls.
Back to contentsBattlefield, profiles and rankings
The Battlefield shows 25 players per page, ordered by overall rank. Use its page controls to view more. Rows show commander, Moderator/Player/Bot status, realm, alliance tag, total army, gold and available actions. Total army includes untrained, attack, defense and spy soldiers.
Click a username to open a public profile. It shows public identity, realm, alliance, total army, ranks, join date and commander/officer relationships. Private balances, individual soldier counts, strengths, upgrades and equipment are not generally exposed there.
Overall standings combine attack, defense and spy category ranks. Rankings refresh through the world-turn process; a just-completed change can take until the next ranking refresh to appear. The live navigation does not currently include a separate Top Stats leaderboard.
Open another player’s profile to set your personal Ally, Enemy or Neutral label. These appear beside names in your Battlefield and profile/officer lists. They are private to your view and do not alter alliance membership or combat rules.
Back to contentsRaid, Balance and Attack
Each Battlefield target has direct buttons. There is no battle-preview section or attack confirmation popup. Pressing a valid combat button launches that mode.
Raid: 1 attack turn; a win steals 5–15% of the target’s on-hand gold. Highest casualty limits and extra fortification damage.
Balance: 7 attack turns; a win steals 35–55%. Intermediate casualty limits.
Attack: 15 attack turns; a win steals 80–100%. Lowest casualty limits and the largest gold reward.
Attack strength must be strictly greater than the target’s defense to win. Ties lose. A failed attack steals no gold but still spends turns and can kill trained soldiers. Successful attacks can also kill untrained defenders.
Per-battle loss limits, before strength scaling and rounding: Raid up to 3% of attackers, 3% of trained defenders and 10% of untrained defenders; Balance 2%, 2%, 4%; Attack 1%, 1%, 1%. Actual casualties depend on effective attack versus defense; these limits are not guaranteed losses. Equipment inventory is retained when soldiers die.
You need at least one trained attack soldier and enough turns. Accounts start with 500 attack turns, gain 3 each open world turn and can hold 150,000. Invalid requests do not spend turns.
Back to contentsProtection, cooldowns and reports
New players have 12 hours of attack protection from registration. Launching a valid attack ends your own protection immediately, even if you lose. Command and Battlefield show your countdown. Protected targets cannot be attacked.
Per target in a rolling six-hour window: 150 Raids, 100 Balanced attacks and 50 Attacks. Each mode has its own allowance, including failed attempts. Attempts return as older battles leave that window. There is no five-minute wait between attacks. Remaining allowances appear below the buttons. Protection and turn costs still apply.
Attack Logs lets you review your attacks and attacks against you. Operation results show the outcome, stolen gold, casualties and integrity changes. Staff receive private attack and spy reports.
The Spy button attempts reconnaissance. Your covert strength must be strictly greater than the target’s covert strength. The full army report is revealed only on success. Treasury intelligence has a separate chance and may be unavailable even on a successful mission. Spying is separate from the three attack modes.
Back to contentsBanking
Deposit only up to your banking capacity, a percentage of combined bank and on-hand wealth. Upgrade capacity on the Bank page. Withdrawals are free and all transfers are logged. Repeated deposits cannot bypass the limit.
Back to contentsCommanders and officers
Open a commander’s profile and choose Join Commander if you do not already serve someone. Each player can have one commander and their own officers. Use Leave Commander to become independent before joining another. Your own officers stay with you when you leave your commander.
The commander receives an additional 15% of each active direct officer’s own unit production, rounded down for each officer. It is a bonus: the officer keeps their normal production. Inherited officer bonuses are not included again. Example: an officer produces 1,000 per turn, and their commander gains 150.
Officer lists show overall rank and total army, with 20 per page. Your own officer lists also show production and your gain, such as 1,000 (+150). These production details are private to the commander.
An officer relationship and alliance membership are independent. Joining a commander does not automatically move you into their alliance.
Back to contentsAlliances
Create an alliance on the Alliances page using a unique name and tag. Creation is free; a player can belong to one alliance. Names allow 3–50 letters, numbers, spaces, hyphens and underscores. Tags allow 2–6 letters or numbers and appear uppercase.
Leader: invite players, promote members to Officer, demote officers, kick players, and edit the alliance name and tag.
Officer: invite players; cannot promote, demote, kick or rename.
Member: no management controls.
Invited players accept or decline on the Alliances page. Ordinary joining requires an invitation. Everyone can leave. If the leader leaves, leadership passes to the longest-serving officer, or a remaining member if there are no officers. The last member leaving disbands the alliance.
Alliance rankings use combined active-member attack, defense and spy strength. Alliance roles are separate from game Moderator/Player/Bot status.
Back to contentsMessages, account access and fair play
Use Messages or Send Message on a profile to contact another player. In-game messages can be reviewed by authorized staff through private moderation logs. Do not send passwords or other sensitive account details.
My Account provides the available account controls. Log out using the navigation link. Sessions time out after 30 minutes of inactivity; leaving an idle tab open does not keep a session alive indefinitely. Income and production continue while logged out if the age is open and your account is eligible.
Moderator alerts flag unusual request patterns for human review. A flag alone is not proof of cheating. Avoid macros and repeated automated submissions. Bot-labeled accounts are game-managed test/economy accounts rather than ordinary players.
Back to contentsBot economy
Every 15 minutes, eligible bot accounts consider spending. They have persistent Balanced, Economy, Attack-focused or Defense-focused styles. A cycle has a 25% chance to be skipped; acting bots reserve 15–40% of their on-hand gold.
They train some soldiers, buy equipment for unequipped troops, consider an upgrade and repair damage if affordable. Economy bots retain more untrained soldiers and favor income/production upgrades. Attack/Defense styles favor their corresponding roles. They follow normal prices and ownership caps, do not spend banked gold, and never attack or spy on other players.
Disabled, banned, suspended and moderator accounts are excluded. Locked ages stop bot spending. Moderators can change styles for the next cycle. Discord command !boteconomy explains these rules.
Back to contentsAges, countdowns and final standings
The banner shows the age timer. At zero, AGE HAS ENDED is displayed, sign-ins and gameplay lock, and world turns and bot spending pause. A manual administrator action can also end an age early. Existing tabs detect the lock and move to the age information page.
Ending an age preserves player data and captures final standings. Visit Age information for the final ranking, army, attack, defense and covert totals. A scheduled next-age countdown opens the game automatically when it reaches zero. Resetting player statistics is a separate administrator action.
An administrator can reopen the same age without wiping progress. Resetting players and starting the next age is a separate Endtime-only action. The Beta 0.1.2 label is the build name; internal age numbers are separate.
Back to contentsDiscord and game news
!cmds lists available commands. !boteconomy explains the simulated bot economy. Public /game commands provide the available status, player and ranking information.
announcements: end-of-age warnings, age ended/started/reopened notices, bans and their recorded reasons.
game-updates: staff-published news, game updates and revisions from the website.
server-status: hourly service reports and state changes, with online, valid-session and last-24-hour activity counts. Bot accounts are excluded.
Online means recently seen within two minutes; logged in means a valid session; daily activity counts distinct players with a recent login, recorded action or presence. These measures are different. A full VPS outage cannot be announced by a bot running on that same VPS until it is available again.
News and Game Updates are also shown on the home/login pages. Use Home from the game to read them without signing out.
Back to contentsTreasury intelligence on the Battlefield
Your own on-hand gold is always exact. Other treasuries appear as ???, an estimated range, or an exact amount. Bank balances are never revealed.
Compare your current covert strength (including spy tools, upgrades and realm bonus) with the target’s:
Below 75%: no treasury view.
75% to below 100%: 25% chance of an estimate.
100% to below 150%: 50% chance of an estimate.
150% to below 200%: 75% chance of exact gold.
200% or more: 90% chance of exact gold.
No spy strength means no treasury view, even against zero covert strength. A positive spy strength against zero defense receives the maximum 90% chance.
The same private roll applies to Battlefield and Spy for each viewer/target pair within a 15-minute window. Refreshing, logging in again or repeatedly clicking Spy cannot reroll it. Current strength changes can alter eligibility, and revealed balances reflect current gold when loaded.
Estimates show a broad range, such as 1,000,000–1,999,999, rather than an exact balance. A blocked full spy report may still provide a partial treasury estimate when strengths are close. Winning the full spy check still reveals the usual army information, but treasury disclosure follows these separate rules.
Back to contentsCombat Medicine: reduce soldier losses
Buy Combat Medicine in Armoury. There are 10 levels, each adding 5 percentage points of casualty reduction, up to 50%. It protects your attacking soldiers when you launch a battle and your defense and untrained soldiers when you are attacked. It works in Raid, Balance and Attack, on wins and losses where casualties normally occur.
The normal casualty calculation runs first, then your reduction applies and the final count rounds down. For example, 100 normal casualties become 75 at level 5 and 50 at level 10. It does not increase strength or gold stolen, prevent equipment damage, or affect spy missions.
Level 1 costs 50,000 gold; each next level doubles in price. Level 10 costs 25,600,000 gold. All levels together cost 51,150,000 gold. Purchase with on-hand treasury. Combat Medicine resets to level 0 with a new age. Battle reports record each side’s reduction percentage.
Back to contentsBank capacity and upgrades
Base capacity protects 50% of combined treasury and bank wealth. Each level adds 5 percentage points, up to 90%. Purchase upgrades on the Bank page. Repeated deposits do not bypass capacity; withdrawals remain free. Existing deposits above the limit remain safe.
Back to contentsAlliance wars and fair scoring
Leaders declare wars with a one-hour preparation phase and 48 hours of combat. Raid, Balanced and Attack have base scores of 1, 7 and 15; failed attacks score for the defender. Full points require the weaker combat stat to be at least half the stronger. Per opponent pair over six hours, the first 5 battles earn full points, the next 5 half, the next 10 one-quarter, then zero. Points round down. Leaders can surrender or mutually extend by 6, 12 or 24 hours. Rosters are fixed at declaration.
Back to contentsDiscord and Realm Ascendance
Link Discord through Discord Bonus +5%. Qualifying messages in the designated community channels activate 60 minutes of +5% treasury, own production, attack turns and received officer production. Repeated text and commands do not qualify. Realm Ascendance rotates every 48 hours: Kingdom income, Elven spy, Dwarven defense and Shadow attack. The existing primary racial bonus increases by half.
Back to contents