DocsGame Basics

Game Basics

Game Basics

1000AD Revived is a turn-based empire game. You only need a web browser.

Turns

When you join a game you start with a pool of turns (months). Available turns are shown in the play HUD.

New turns arrive on a timer set by the game (often every 5, 10, or 15 minutes).

To spend turns, use End turn or enter how many months to advance and confirm. Early in protection, spending one month at a time lets you re-send explorers, trade, and build every turn — slower in real time, much stronger in-game.

Land

Land is the most important resource. There are three types:

  • Mountains — mines
  • Forest — woodcutters and hunters
  • Plains — farms, houses, towns, and most other buildings

Each building can only be built on its land type. See Buildings.

You gain land by exploring or by conquering it from other empires. Early on (roughly the first few hundred months), exploring is usually better than fighting — army upkeep is expensive, and big conquest needs a large army.

Getting started

New empires can take the short in-game tutorial (opener, then first months). For the fuller standard boom, see Protection start.

  1. Set food rationing high (Very High / Extremely High) so population fills jobs.
  2. Disband the starter army — you don’t need it during the land race.
  3. Queue a large tool maker run (around 90), then woodcutters / farms or hunters / iron mines as land allows. Keep tools stocked for builders.
  4. Build town centers and send max explorers whenever food allows. Forest explore is a strong first year or two.
  5. Watch Status and the turn report — especially food before winter.

Research and army

Once gold and land are steady, build mage towers and start research (economy first is common). Research boosts production and combat.

Hold off on weapons, a large army, and the Great Wall until you can afford them. Join an alliance for protection and aid.

Runs (after protection)

Out of protection, strong play is often in runs: dedicate most of your land to one job at a time — full explore, full attack, full research, or a resource dump — then convert. Mixing half-explore / half-attack usually loses to someone who committed. Wine can multiply attack power for a push; keep enough weapons and fort space for land you expect to take. For deeper veteran write-ups, see the Temujin guide and Deadsoul guide.

Early tips

  • Max explorers often; TCs turn food into land
  • No army / wall during the protection boom unless you have a clear surplus
  • Buy tools every month so builders stay busy; sell wood for gold; keep iron for TCs
  • Don’t stockpile — warehouses are rarely needed in the first ~100 turns
  • Rough health check: ~25k score around Jan 1003 on exploring civs
  • Restart a bad start if you want — just don’t burn turns doing nothing
  • New players often learn fastest on Vikings or Zulu (flexible econ + clear play style)