A persistent, async civilization game played entirely through Discord. Found a civilization, grow it tick by tick, raid your rivals, summon collectible Immortals to command your armies, band together against a co-op World Boss, forge alliances and treaties — and chase reputation, titles and a permanent place in your server's history. Build a legacy, not a bank.
Your fellow members are the players — your rivals, your allies, your rivals-turned-allies. The world advances on a steady clock (a "tick" every 5 minutes): farms grow food, populations rise, and scheduled battles resolve. Once a day your world even posts a public World Pulse digest — the standings, the raid of the day, who climbed. You don't need to grind in real time — set things in motion and check back.
Start a civilization, build farms and markets, raise an army, and climb from a Settlement all the way to a great City.
Raid rivals on a timed window, rally a defense, build alliances, and wage full Alliance Wars.
Earn permanent reputation, unlock prestige titles, raise world Wonders, and get written into history.
No one gets farmed. New civs are shielded while they grow, you can only fight rivals near your own size, and a beaten civ is sacked — never deleted — then briefly protected. The game is built so latecomers can still rise.
Everything happens in the channel your server admin binds for the game. If no world is running yet, an admin starts one with /gameworld start.
/found <name> <house>Name your civ and swear it to one of six Great Houses (your playstyle). One civ per person, per world.
/civYour control center: resources, buildings, the 🎴 Summon window, goals and wonders. Manage your army with cb troops. Almost everything is done with buttons.
You begin with a Farm, Marketplace, Lumber Mill and Quarry at Level 1 — level them up to raise production.
Build a Barracks, train a few troops, and work the 🎯 Goals tab — each milestone pays a one-time reward automatically.
The world ticks every 5 minutes — production, population growth and battles all advance then. Make your moves and come back; you never have to babysit it.
Chosen at founding and permanent. Each House trades a strength for a weakness — none is strictly best, so play to yours.
Match your House to your plan: Obsidian / Storm for aggressive raiders, Solaris / Frost for turtling builders, Ember / Eclipse for gold-rich traders who buy their way to power.
Every resource has a cap that rises with your tier. Anything produced over the cap is wasted — so spend before you overflow, and upgrade to raise the ceiling.
The world's market swings between 📉 Crash → 🔻 Bear → ➖ Stable → 🔺 Bull → 📈 Booming, changing your Marketplace's gold output from ×0.7 to ×1.3. Watch it on /civ and /world.
Build cheap during a Crash and bank gold to spend when the market swings back up. A starving civ stops growing — keep your Farm ahead of your army.
Build and upgrade from /civ → Buildings. Each upgrade costs a mix of gold, wood and stone and gets pricier every level (max Level 10). Beyond the economy core, raise 🧱 Walls and a 🗼 Watchtower to turtle up.
Produces food — your population's lifeline.
Produces gold, swayed by the world market.
Produces wood for construction.
Produces stone for the bigger builds.
Raises troop capacity (level × 25). No Barracks, no army.
Generates permanent reputation each Year and unlocks Wonders.
Fortifications: add flat home defense every level (up to +350). Make your city a fortress a raider has to break before they touch you.
Adds defense too — and hides your true army size from scouts (they see only a vague range). Intel denial for the cautious.
Where everyone begins. Low caps, no defensive bonus — and unraidable while your beginner shield holds.
Needs 25 population, 200 gold, and Farm L2 · Marketplace L2 · Lumber Mill L1. Higher caps and a defensive edge.
Needs 60 population, 500 gold, and Farm L4 · Marketplace L3 · Barracks L3 · Lumber Mill L2 · Quarry L2.
Tier-ups happen automatically the moment you meet the bar. Higher tiers raise storage caps and add flat defensive power — climbing is both economy and armor.
War is a scheduled event, not an instant click. The waiting window is the game — time to rally, coordinate in chat, and sweat.
/scoutSpend gold to reveal a rival's army and defenses before you commit. Information wins wars.
/raidDeclare a timed strike. You can only hit civs within 1 tier of yours, and never a shielded one. It resolves after a defend window.
/defendDuring the window, rally to strengthen your own defense or an ally's — paying gold to throw the attacker back.
Every battle posts a narrative report — a short story of the siege, the losses and the plunder — and it's written permanently into /history. Plunder is capped and losers get protection afterward, so war stings without wiping anyone out.
Grudges are remembered. When a rival sacks you, your next raid back on them is a Revenge strike worth bonus reputation — and repeat sackings get called out in the report. The raid panel flags rivals you owe payback with a 🔥.
Collectible heroes who command your armies. Spend 🩸 Ichor to summon from a roster of seven unique Immortals, then set one to lead each army unit — their power bonus rides into every battle that unit fights. Collect them, level them, build your dream command.
cb summonPull from 7 Immortals across three rarities — Rare, Epic and Legendary. Rarity sets how strong a hero can get. A duplicate is never wasted: it converts straight into XP for that Immortal.
cb commanderAssign one Immortal to lead an army unit (cb commander 1 lyssara). Their capped power bonus applies whenever that unit raids or defends. 2 command slots now — the 3rd unlocks at City tier.
Immortals earn XP from World Boss fights and duplicate pulls, raising the bonus they grant — hard-capped at +25%, so collecting stays fun without ever breaking PvP. Legendaries even carry a dual specialty.
Ichor is PvE-only — never bought with gold. You start with enough for three free summons and earn a little from the daily reward, but the real river of Ichor is the World Boss below. Legacy, not wealth.
Every so often a monstrous World Boss stalks the realm and posts to the channel with a live HP bar. Everyone can strike it — band together to bring it down before it escapes. It's the co-op heartbeat of the world, and the real source of 🩸 Ichor.
cb attackSend a unit at the boss. Your hit lands instantly, the boss retaliates (casualties — some wounded, some lost), and your survivors stay home & ready — strike again every ~20 seconds.
When it falls, everyone who struck it earns Ichor by damage share, the top striker takes a Slayer title and bonus reputation, and the Immortals who fought earn XP.
Each boss you slay comes back stronger — more HP, a bigger reward. Beat it before it flees, or the prize is lost. Leave one too long and it withdraws, so the loop never walls off.
/allianceCreate or join a group of up to 15 members (more as it levels) — invite-only 🔒, free-to-join 🟢, or by application 📝. Allies can't raid each other and rally to one another's defense. Level the alliance and research shared tech from the pooled treasury.
cb promoteLeaders can promote members to officer to share the load — officers can invite, approve applications and remove members. Disband, levelling and handing over leadership stay with the leader.
cb treatyLight diplomacy short of an alliance. Sign a non-aggression pact (neither can raid the other) or a defensive pact (a partner's +120 defense auto-joins when you're raided). Breaking your word costs reputation.
/tradeOffer a resource swap; your partner accepts or rejects from their DMs. A small market tax is burned each side, so trade is useful but never a free wealth pump.
A tight alliance is the single biggest force multiplier in the game — shared defense, pooled gold, officer support, and the only way into Alliance Wars. Treaties let you buy peace or a guardian without merging.
A scheduled, multi-phase war between whole alliances, scored on War Points. An admin opens one; alliance leaders register their team. Alliance Wars are newly live — rules and balance may still shift.
Alliance leaders register their team. A gold stake from the treasury may be required to enter.
Rosters freeze — no joining, leaving or kicking. Prep time: train troops and stock the treasury.
Assault enemy members for War Points across the war's duration. Defenders can rally.
Most War Points wins. Reputation, titles and honors are handed out and written to history.
Mounting an assault costs gold, and assaults resolve after a defend window. Losers are plundered but get no shield — this is open war. Most War Points when the clock runs out takes the crown.
/war/war assault <player> — strike an enemy (resolves after a defend window).
/war defend — rally against incoming assaults.
/war status — the live scoreboard.
/war surrender — leader only; bow out of the war.
Winners gain +30 ⭐ reputation (everyone else +8 ⭐) and an alliance War Champions title.
Individual honors: The Iron Fist (war MVP), The Relentless (5+ assaults), The Unbreachable (never broken).
You get a DM the moment an enemy marches on you — with a one-tap Rally button — so a war never catches you off guard, even offline. Toggle it any time with /settings notifications on|off.
Crimson Civ rewards legacy, not hoarding. The leaderboard ranks prestige, not gold.
Permanent prestige — earned from wins, defenses, surviving, longevity, Temples, Wonders and wars. It's never spent and ranks the /world leaderboard. Its sources are capped, so it can't be farmed by alts.
Auto-awarded milestones — The Conqueror, The Unbroken, Keeper of Knowledge… — pure status with zero gameplay power. Wear your story.
With a Temple and Village tier, raise a grand multi-day Wonder — unique to your world, so it's a race to claim it. Finishing one pays a big reputation lump, a permanent yearly trickle, and a unique title.
Every founding, war and betrayal is written into /history by Year — a real chronicle you can read months later, and a daily World Pulse digest keeps the whole server in the loop. Meanwhile world events — plagues, harvests, droughts, raiders, gold rushes, festivals, migrations and more — hit everyone and keep each world's story unique.
cb commander 1 lyssara.cb demote reverses).Prefer typing? Use the cb prefix. Every player command also works as a plain message — no slash menu. For example
cb found Aurora frost, cb civ, cb summon, cb commander 1 lyssara, cb attack,
cb raid @rival, cb treaty propose @ally defense, cb world, or just cb help.
Same actions, faster to type in your game channel (these replies are public). Admin setup stays on slash commands.
Add Crimson, have an admin run /gameworld start, and /found your legacy.