Every match has the same rules; the host picks which ways to win are on. The first side to complete any of them wins. Elimination stays live underneath them all — losing your HQ ends your match whatever else was being raced for.

If the clock runs out first, the side with the highest Hegemony score wins, whichever ways to win were on; level scores are a draw.

Elimination

Always on

Knock every other side out of the game. A commander with no outposts and no units left in play is eliminated — and losing your HQ eliminates you on the spot, in every match. Elimination cannot be switched off: if only one side is left, that side wins, whatever else was being raced for. In team games your allies win with you.

Conquest

Hold the majority of the map

Hold a clear majority of the outposts — HQs don't count — and keep holding it. While your side holds the majority it banks time; drop below and the bank drains slowly rather than resetting, so ground lost costs you without erasing what you earned. Bank enough and you win. Everyone can see how much of the board each side holds and how close it is.

Share to hold
55% of outposts, HQs excluded
Hold to win
3 production cycles

Hegemony

First to the score

A score every side earns all match: at every production payout for each outpost it holds (more if it is connected to the HQ), and for captures, enemy units destroyed and structures raised. It only goes up. First side to the goal wins. The goal grows with the board, and every side can see every score. Even when Hegemony is not a way to win, it is still kept — it decides the match if time runs out.

Each outpost held, per payout
+10
…if connected to the HQ
+5
Capturing an enemy outpost
+30
Capturing a neutral outpost
+10
Each enemy unit destroyed
+1
Each structure raised
+20
A standing Monument, per payout
+40
Goal
about 12 production cycles of holding a connected Conquest majority — set by the size of the board

Monument

Build one, keep it standing

Raise a Monument and keep it standing. While your side has one, it banks time; if it falls, the bank drains slowly rather than resetting. One per side, and its location is revealed to every player the moment it goes up — so the whole map knows where to strike.

Keep standing to win
12 production cycles
Per side
1

Match length and pace

A match at normal speed runs about 168 in-game hours. A speed preset changes the wall-clock pace and nothing else: every timed mechanic scales by the same factor, so the balance of the game is identical whichever one a lobby picks.

SpeedMultiplierEffect
Slow×0.25Everything takes longer — built for relaxed, once-a-day play.
Standard×0.5Everything takes longer — built for relaxed, once-a-day play.
Fast×1Baseline pacing for build, research, production and movement.
Very fast×2Build, research, production and movement all run 2× faster.
Blitz×72Build, research, production and movement all run 72× faster.