Time Scale
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Contrary to Civilization, the time will not run always at the same pace. The game is played at three time scales, depending on the phase of the games.

The Strategic Scale

The strategic planning of your faction is done at this scale. It’s here that you will make most technological researches, build city improvements and wonders, train units, strategically move units across great distances…

The strategic game is played on the standard map view.

The Operational Scale

This scale is used to move units. A strategic turn is divided in several operational turns. At the operational scale, it is possible to move units, but a lot slower than at the strategic scale, attack, defend, bombard, etc. No building or unit can be created during an operational turn, but units can heal, be repaired, or rest. The actual number of operational turns in a strategic turn is random, and when the operational phase ends, any unit which is out of supply suffers attrition. Thus, sending explorers to far away in an enemy territory, or attempting very long sieges, can be dangerous: it may be wise to withdraw to friendly lands rather than lose units.

F     If the game engine allows it, weather may change between two operational turns to simulate seasonal changes.

The operational game is also played on the standard map view.

The Tactical Scale

This scale is used when two enemy units or group of units fight each other. A new small random map appears (something like 10x10 tiles). It will have as dominant terrain the one the units are in the standard map view. The players can then move and fight on this small map. As the units will have here a longer range, most of them will be able to actually fire on enemy units a few tiles away, and support units will be much more important.

The tactical scale is optional: for every battle, the player can decide to skip the tactical scale, and get directly a computed result of the battle.

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