The war carries on without you and your nation holds its ground. Come back whenever you like and pick up where you left off.
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Powers
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Finish the tutorial to unlock wars and the ladder.
Drag to pan · Right-drag or QE to spin · Wheel to zoom · H for controls
Your interface
SeedWars has thirteen layouts of the same controls: the classic rail and bar, and twelve other ways to arrange them. Every one carries everything; they differ in where things sit and how they look. Pick the one you like looking at. You can change it any time in Settings, or in the war's own options.
Recruit briefing
A guided practice war walks you from your first border to an alliance and a landing across the sea. About six minutes. Nothing here touches your record.
Your interface
How the war's controls are laid out: thirteen layouts of the same controls. Pick one now; change it any time in Settings or in the war's options. Click the big picture to see them all full screen.

Banner
It flies beside your name on the map, in the powers list and in every lobby. All of them are unlocked for the playtest.
Connecting…
Rooms open now
Looking for open rooms…
Playing as
Ranked
Small map, no bots, 15 s truce, every rule on. Nothing to set: the war begins the moment a match is found.
Win and your Grape Points climb; the ladder is your points in eight rungs, from a seed to the marshal's star. Everyone starts as a sprout at 1000.
Nothing to set: every rule is on. The war begins on its own when the clock runs out, or at once when eight players are in.
The war you are hosting
The world
The war
Blitz ×2.2: an hour's war in about twenty-five minutes.
Gold per second for every nation. ×1 is a standard war; prices stay the same.
What every nation starts with, bots included.
Pick opens a placing window; whoever skips it is dealt a spot.
No attacks between people while it runs. Bot land is open from the first second.
War settings
Teams
Auto deals people and bots evenly. Manual: drag people and bots between the columns, or click one to move it along.
Broadcast modes
Everything here is remembered on this machine.
A click on enemy ground is the attack; on open ground, EXPAND around it.
Which of the battalion sizes on offer is picked when a war opens: the smallest, the middle one or the largest.
Your border creeps forward tile by tile while the fight lasts. Every tile costs troops - mountains, forests and dug-in defenders cost far more than open plains.
Economy - population grows with the land you hold. The
Recruit / Industry dial splits that growth between troops and gold. Factories multiply gold,
cities raise your population ceiling, defence posts triple the cost of attacking nearby tiles.
Building - every structure has three levels. Click one you own to upgrade it:
it physically grows and produces more. Fighting over a tile can raze whatever stood on it.
Navy - a port unlocks ships. Troop ships carry an invasion force to any
coast on the map. Merchants are always at sea: run one down with a warship and you
seize its cargo and the ship itself. Warships hunt and patrol on their own, but a click on the sea
overrides them, and a click on an enemy ship orders the kill.
Zoom right in to watch your land live - market stalls, villagers,
herds and woodland, and infantry trading fire along the front.