Teristorial

Teristorial — a strategy game that explains itself Real-time kingdom strategy, in a browser tab. No install, no account for solo play, free. The continent. Aurelia: 74 provinces across twelve countries, 232 towns placed where people would actually settle — on a river, on a coast, on low fertile ground — and 103 charted sea lanes. The map is generated from a height and moisture field, so the deserts sit behind the mountains that cause them. Seven crowns, and they're not reskins. Orsik's hulls cost 74 gold where Arden's cost 95. Namarra's infantry are 67 against 88. Veyr holds ground cheaply and knows it. The crown you pick changes what's affordable, which changes what's possible. Nothing is decoration. Attacks open a war room where the front line moves on a real ratio — divisions, morale, fatigue, terrain, weather, walls, supply, your commander. Change an order and the ratio changes. There's a central bank: strike coin and the gold is real today, paid for by every price you meet afterwards. The people talk, and they know things. A farmer doesn't say "the harvest is poor" — she says the granary holds 180 against a need of 214, that the levy took 900 men out of her province, and that she's been taxed at 26% for the third season. The other courts think. They weigh a war against what winning it would cost them, they remember who came over their border last, and when someone runs away with the continent they notice and converge on them. They tell you which, and why. Play it with someone. One kingdom, one treasury, several people deciding what to do with it. What I'd love to know: where you got confused, where you got bored, and the first moment it clicked — or didn't. 🔗

Submitted by Mehdi zardi

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Platforms: web

Built for: general

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