THE EARTH WAITS FOR US
EXILE
A lost planet.
A new beginning.
Humanity returns to a savage Earth. Lead your civilization, raise a colony and conquer a new home.
YOUR FIRST EXPEDITION
From four colonists to a civilization.
- 01 / COLLECT
Grow your colony.
Select a settler and send it to fruits, trees or minerals. It will take resources to the colonial center.
- 02 / BUILD
Convert resources into future.
With a settler selected, choose a building and place it. Create more settlers in the center and houses to expand your population.
- 03 / CONQUEST
Take back your world.
Explore, build a barracks and train an army. Destroy the rival colonial center to win.
Mouse and touch screen controls
Mouse and keyboard
Clic Select a unit or building.
Right click Move, collect or attack.
Drag Select a group.
WASD / flechas Move the camera. Use the wheel to get closer.
Space Pause the game.
Touch screen
Tap a drive to select it. Tap the destination and drag down to give a command.
Drag with two fingers to move the camera. Use + and − to zoom in or out.
Double tap to select similar units; Double tap and drag to select a group.
PREPARE THE DESCENT
Your next expedition.
Terrans
Agriculture · resistance
Gather food +10%; tough but slower explorers.
Variation from the standard unit, before improvements. The load is expressed in resources.
scout vehicle
Roadster terrestre
Person bonuses affect settlers and infantry. The common rover and the exclusive unit have their own statistics.
An Earth to discover.
A new map. The same opportunities.
Customize the world
A new place to get lost.
Civilizations Archive Statistics and comparisons to plan your strategy.
Advantages that have a price.
The percentages compare with the standard unit without bonuses: settler 55 health, speed 2.1 and damage 3; explorer 100 health and speed 3.6. Land also has its own bonuses. People modifiers affect settlers and infantry; the common rover retains its statistics. The range and attack interval of common units do not change.
| Civilization | Health | March | Hit Damage | Build/repair |
|---|---|---|---|---|
| Terrans | +4% | -2% | -2% | 0% |
| Martians | -5% | -5% | +10% | +12% |
| Serenity | -12% | +12% | 0% | +3% |
| Mercury | +6% | -3% | -3% | 0% |
| Venusianos | +10% | -6% | -4% | 0% |
| Cerianos | -2% | -8% | -6% | 0% |
| Titanianos | +2% | +8% | -6% | 0% |
| Europanos | +8% | -8% | 0% | -2% |
| Ganymedians | +2% | -6% | +8% | 0% |
| Callistanos | -4% | -12% | +4% | 0% |
Economy: More extraction does not always mean more income. Load and gear change the length of the trip. Rates are node mining rates; greenhouses add the same 20% to everyone and solar panels generate 1.5 energy per second for everyone. The estimator uses load ÷ (extraction time + round trip), averaging the four resources. On routes of 0–50 squares, testing limits this average to ±10% of the standard.
Fight: speed, health and damage have trade-offs. All exclusive units pay more resources and time than their base class, retain their countermeasure, and occupy population. None ignore terrain or fog: gliders and amphibious vehicles follow land routes.
Equity: Both players start with four settlers, one explorer, and the same resources. These limits check budgets and rules; They still don't demonstrate a 50% win rate. Distance, army composition, and player control matter.