Available countries and their bonuses "WORLD VARIANT":


The World Variant is based on a big map of the world divided into 450 hexes (30x15). It is set in an imaginary Earth world, where each player can control one the most important empires of history (either real or imaginary) from the Romans to Atlantis, from the Dutch East India Company to Genghis Khan's Mongols.

The map wraps around on the left and right edges, but (as in the standard game) is prohibited "Ice Cap" terrain at the top and bottom.

There are 23 to 30 players per game and one (or more) of them can control the "Lost Continents" of Atlantis or New Atlantis.

The map is the same in all games, except for the Continents of Atlantis that are placed randomly by the computer somewhere in the oceans of the world.

Special rules "World Variant".
  1. Roman Empire
    It arose in about the fourth century BC, and was dismembered around 400-475 by invading barbarians, although the eastern half lasted until 1454 AD, and some remnants lasted until 1805 AD, when the Holy Roman Empire was officially dissolved. The Romans had a fine tactical system, held gladiatorial events with well-trained fighters, and had a fine system of roads throughout the empire.
  2. Empire of Carthage.
    Founded by Phoenician traders in about the 8th century BC, it was overthrown by Rome in the Punic wars, ending 202 BC. The Carthaginians had a great general in the famous Hannibal, and from the Phoenician legacy they inherited a fine navy and merchant fleet, as well as a great tradition of exploring (some Phoenicians even claimed to have circumnavigated Africa, 2000 years before Portugal did so).
  3. Persian Empire.
    Founded by Cyrus the Great around 550 BC, it lasted until Alexander the Great conquered it around 320 BC. The Persians invented a fast postal system using a sort of pony-express of horse relays, and developed Scythed Chariots for use against Alexander, though it ultimately did not turn the tide for them. The Persians also were good archers, relying heavily on bowmen in their battles.
  4. Imperial India.
    Perhaps the oldest empire in the world, the Indians invented the game of chess, and possesed a great wealth of gold and spices. They were fine archers, relying greatly on those troops in battle, and their religion was one of great variety that sought harmony and included a great variety of philosophies. Consequently, Indian heroes start with good Archery and Druidism, and the Empire starts with 5 extra gold.
  5. Chinese Empire.
    China was a great center of learning, so their heroes start with good Sage and Spy ability and several sage discoveries. A wealthy empire, China also starts with 5 extra gold.
  6. Aztec Empire.
    Founded around 1325 AD and overthrown by the Spanish Conquistador Hernano Cortez around 1519 AD. The Aztecs were fierce warriors who worshipped a strange serpent-God and practiced human sacrifice, so they start with good Melee, Tactical and Necromancy ability. Their famous city of Tenochticlan, built on a lake, was well-protected by ingenious flood dams.
  7. Incan Empire
    It emerged around 1450 AD and lasted until its conquest by the Spanish Conquistador Pizarro around 1535 AD. The Incans were surrounded by mountains, but still managed to maintain their hold over subject peoples by the use of fierce, fast-moving troops moving over an impressively well-engineered road system. Consequently Incan leaders start with good March and Melee ability.
  8. Rus Empire.
    The Rus were a tribe of Viking warriors who moved into slavic Russia along the vast river systems, raiding and conquering from their river-going longboats. They start with good skill in Melee and Explorer abilities. The Vikings are also thought to have used a kind of magnetic lodestone for navigation.
  9. Zulu Empire.
    It arose in the 19th century, only to be crushed by the forces of the British Empire by the turn of the century. They start with good skill in Melee, March and Necromancy (to simulate their skill in the arts of the Witch Doctor).
  10. Egyptian Empire.
    It arose around 3000 BC. The Egyptian Empire has died and been resurrected in various forms under the Greeks, Arabs and Turks, as well as native rulers. They start with good skill in White Magic because of their respected and peace-loving priestly class, and also some Thief ability (historically, the Pharoah Alaric actually began his career as a thief).
  11. Empire of Attila the Hun.
    Attila welded together a great variety of Hunnish tribes from the Central Asian steppes, and menaced the Roman Empire from about 440 TO 460 AD. The Huns start with good skill in March, Melee and Archery ability.
  12. Mongolian Empire of Genghis Khan.
    The Mongols were excellent, fast-moving horse-archers with extraordinary cunning and a good tactical system. Their heroes start with good March, Archery and Tactical ability.
  13. The Siberians.
    They conquered China in 1636 AD and established the Manchu Dynasty. Your characters start with good Archery and Explorer skills, and a special Winter Attack ability. During the entire Early Winter phase, the Tactical and March abilities of all your characters are increased by one point, while they are in the top 4 rows of the world-map, or any mountain province in the top 6 rows. At levels 4 and higher, you are given the special Tactical and March abilities for the next level, for winters only.
  14. Polynesian Tribes
    . You start controlling southwestern Australia. The Polynesians were great explorers and settlers of the Pacific Ocean, and had great navigational ability (they could often navigate between islands just by listening to how the waves struck their boat, which told them where they were). Consequently, their heroes start with good Explorer skill and excellent Naval skill.
  15. Amazonian Empire.
    This is a somewhat fanciful position, assumed to be led by fleet-footed female warriors. They start with good skill in March and Archery, and their intuitional ability of social manipulation also gives them good Druidic skill.
  16. Viking Explorers.
    such as Leif "the Lucky" Ericson. They tried to colonize Vinland (America) in the 11th century, but failed because they were too few in number and unable to stay at peace with the natives. Their heroes start with good Naval and Melee abilities. The Vikings are also thought to have used a kind of magnetic lodestone for navigation.
  17. American Indians
    . Your heroes start with good Archery and Explorer abilities, and their nature-worship gives them good Druidic skill as well.
  18. Hudson Bay Company
    they established a network of trading posts throughout Canada in the eighteenth century. Your heroes start with good skill in Naval and Explorer abilities, and you also start with some nice trinkets (sage discoveries) to trade with the natives, and 5 extra gold.
  19. Eskimo Tribes of North America.
    Your heroes start with good Archery and Explorer skills, and a special Winter Attack ability. During the entire Early Winter phase, the Tactical and March abilities of all your leaders are increased by one point, while they are in the top 4 rows of the world-map, or any mountain province in the top 6 or bottom 4 rows. At levels 4 and up, you are given the special Tactical and March abilities for the next level, for winters only.
  20. Japanese Shogunate.
    How it was around 1500 AD. Your Samarai heroes start with good Melee and Archery ability. You also have good Spy ability, always a necessity in Japan, because of the many intrigues among the clans and secret societies such as the Ninja.
  21. Dutch East India Company
    They which established a network of trading posts throughout the East Indies in the seventeenth century. Your heroes start with good skill in Naval and Explorer abilities, and you also start with some nice trinkets (sage discoveries) to trade with the natives, and 2 extra gold.
  22. Lost Empire of Atlantis.
    The great philospher Plato mentioned this lost empire in his writings. According to ancient legend, it was a naval power led by sages of great wisdom, which kept its existence shrouded in secrecy by the use of powerful illusions. Consequently, your heroes start with good skill in Sage and Illusionist abilities, and the Sextant, a Sage Disocvery which increases your Naval skills.
  23. New Atlantis.
    Described by the English philosopher Francis Bacon, "The New Atlantis" of 1624 depicted a society where only men of great wisdom could become leaders. In Bacon's inspirational vision, they roam the world in search of wisdom, and their Science leads humanity to a perfect society and "the achievement of all things possible". Consequently, your leaders are given good Sage and Naval ability, and you also start with some good sage discoveries.