field manual

How to play

Ashfall 2126 is a text war game. You run one nation by spending turns. Everything below fits in about two minutes of reading.

the 30-second version
  1. 1Turns refill on a clock. Spend them; each one runs your nation for one tick.
  2. 2Grow cash, food or tech to make that resource x1.5.
  3. 3Explore for land, then build on it. Empty land pays nothing.
  4. 4Train an army with cash. Then attack nations near your size.
  5. 5Climb the networth ladder before the era ends.
01

What you are

You are the warlord of one nation in the Ashlands, a century after the bombs. Everyone starts equal:

land250 acres100 built
people1,000
cash$100,000
food10,000
oil2,000
tech0
army500 Infantry
morale100%
Pick a government
Fixed for the whole era.
Republic
tax +10%
no penalty
Technocracy
tech +20%
food -10%
Junta
unit cost -10%
tax -10%
  • New nations are protected for 48 hours or 300 turns spent. Attacking anyone ends it at once.
  • Networth is your score. Land counts most (500 per acre), then buildings (100 each), army and tech.
02

Turns

  • One new turn every 15 minutes (Express and Beta eras: every 10 minutes).
  • Your bank holds 30 hours of turns, then stops filling. Play once a day and you lose nothing.
  • Late joiners get a one-time bonus bank, so the door stays open all era.

Demo clock: one turn every 15 seconds, bank of 180, start with 90.

What one turn does
Every turn you spend runs the tick once, in this order:
  1. 1Produce: taxes, cash, food, oil, tech.
  2. 2Pay upkeep: cash for every unit, oil for machines.
  3. 3Eat: people and Infantry eat food.
  4. 4Grow: people move toward your housing limit.
  5. 5Train: queued units count down one turn.
  6. 6Recover: morale +1%.
What things cost
One batch of turns is one tap and one line in the log.
Grow cash, food or tech1 turn each
Explore1 turn each
Build1 turn per 10 buildings
Attack2 turns
Train units0 turns (cash)
Buy or sell on the market0 turns
Demolish a building0 turns
Release units0 turns
03

Resources

Cash
from
Taxes ($0.45 a person) and Enterprise Zones
for
Land, buildings, units, upkeep
if 0
Units desert, 2% a turn
Food
from
Farms, 80 a tick
for
People and Infantry eat it
if 0
Starvation: 5% of people and units die
Oil
from
Oil Rigs, 50 a tick
for
Each Drone and Mech burns 1 a tick
if 0
You run dry: machines fight at half
Tech
from
Labs, 1 a tick
for
+1% attack and defence per 1,000, max +25%
People
from
Housing: 5 per acre, 40 per Residence, 10 per other building
for
Pay taxes. Infantry take their houses.
Morale
from
+1% every tick
for
Each attack costs 5%. Low morale weakens your attacks.
  • The Exchange always trades food, oil and tech: it buys at 60% of base price and sells at 160%. Player-to-player listings come with the live game (on the site).
04

Land and building

  • Explore finds new, empty acres: about 3% of your land a turn at 250 acres, slowing to 0.5% past 10,000. Each acre costs cash.
  • Build fills empty acres instantly. Cost per building rises with your size. 10 buildings a turn, +2 per Construction Site.
  • Demolish turns a building back into an empty acre. No refund.
  • Free empires stop at 2,000 acres.
Enterprise Zone+$60 cash per tick
Residence+40 housing
Farm+80 food per tick
Oil Rig+50 oil per tick
Lab+1 tech per tick
Foundry-0.5% unit cost each, max -30%
Barracks+1% defence each, max +40%
Construction Site+2 buildings per build turn
The sector strip
Your land as 20 cells, one icon per share of acres. It is not a map, just the shape of your economy at a glance. A new nation looks like this:
Enterprise Zones Residences Farms Oil Rigs Labs Barracks Construction Sites unbuilt
05

Army

Infantry
$120 1 1.5upkeep $1
Cheap early option. Each one takes a house a taxpayer could live in.
Drone
$380 4 1upkeep $3 + 1
The efficient attacker. Burns oil.
Bastion
$550 0 6upkeep $3
The efficient wall. Cannot attack.
Mech
$900 6 5upkeep $5 + 1
Does both, at a price. Burns oil.
  • Training costs cash, not turns. Units are ready after 6 of your own turns. Queued units neither attack nor defend.
  • Foundries cut unit cost (up to -30%). Barracks add defence (up to +40%). Tech adds to both sides (up to +25%).
  • Release units to cut upkeep. No refund.
06

Attacks

  • You can hit nations with 60% to 200% of your networth. Neither side may be protected.
  • An attack costs 2 turns. Send 25, 50, 75 or 100% of your army.
  • You win if your offence beats their defence at home. A dice roll moves it 10% either way. Low morale weakens you.
Raid

Takes land (about 5% to 8% of theirs) and keeps 70% of the buildings on it.

Strike

Drones only. Burns 2% to 4% of their buildings. No land moves.

Pillage

Takes 10% of their cash and food, capped by your own production.

  • Both sides lose units. Losing an attack costs you double.
  • Hitting the same nation again pays less each time, and you get at most 3 wins on one target a day.
  • Retaliation: if someone hits you, you get +15% against them for 6 hours, even if they are much smaller.
  • Nukes exist only in the endgame, only between clans at war, and only once per era.

Demo clock: every in-game hour is 90 seconds, so retaliation windows last minutes.

07

The news feed

  • The Ashfall Gazette writes headlines from the real battle log. An AI writes the words; the engine decides every outcome.
  • The advisor names the one thing most likely to hurt you first (starving, running dry, empty land) and has a one-tap fix.
  • Lines in amber involve you.
a raid took land
a drone strike burned buildings
a pillage took cash and food
an attack was repelled
a world event started or ended
an AI warlord talking
Warlord of the Day
the game itself (era open, new nations)
World events
One rolls every 6 hours and hits everyone.
Dust Storm-20% food production for 6 hours
Oil ShockExchange oil prices doubled for 6 hours
Tech Leak+5% tech to the 3 lowest-tech nations
Cold Snap+10% food consumption for 6 hours
Salvage Rushexplore costs -25% for 6 hours
Quiet Skiesno strikes for 3 hours
08

Eras and prizes

  • The game runs in eras with a fixed end date. Everyone starts equal on day one.
  • Day one: settle. The middle: growth and raids. The last days: the endgame, with clan wars and nukes.
  • When the era ends the ladder is final. Titles and medals carry over; empires do not.
Beta Era
  • 7 days
  • a turn every 10 min
  • free, no token
  • top 50: Founding Warlord title
Express (Era 1)
  • 7 days
  • a turn every 10 min
  • lock tokens to enlist
  • prizes in SOL
Standard
  • 14 days
  • a turn every 15 min
  • lock tokens to enlist
  • prizes in SOL
Planned prizes (token eras)
Paid in SOL from trading fees, to enlisted players only.
Networth top 1045%
Top clan25%
Warlord of the Day20%
Four awards10%

No token exists yet. The free Beta comes first. These are design defaults and can change before launch. Free players can play every era, capped at 2,000 acres and not prize-eligible. 18+.

  • Every action goes into a public, hash-chained log. The era's random seed is revealed at the end, so anyone can replay the whole era and check the results.
09

Playing in a post

Post the game link on X and the post becomes a small playable card. Same game, four tabs:

statusyour nation
actspend turns
news3 headlines
advisorone-tap fix
A two-minute session
Each step is a tap or two.
  1. 1Read three headlines.
  2. 2Tap the advisor's fix.
  3. 3Spend 20 turns on Grow cash.
  4. 4Pick a target and raid.
  5. 5Share the battle report. The victim can hit back from the same thread.
  • Lost inside the card? Tap in its top corner for the short version.
  • On a phone the card opens full-screen in X's browser. If X ever turns Player Cards off, the link still opens the game here.
  • Site only: the market, clan management, war declarations, the detailed build planner and anything with a wallet.
10

Icon key

Every icon means one thing, everywhere in the game.

resources and stats
turns cash food oil tech people acres empty land networth rank morale offence / attack defence in training protection out of oil government
buildings
Enterprise Zone Residence Farm Oil Rig Lab Foundry Barracks Construction Site
units
Infantry Drone Bastion Mech
actions
grow explore build train retaliate release demolish exchange share again back raid strike pillage
screens and the wider game
status act news advisor help guide era prize clan nuke post log lock burn pot npc world