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Command the wagon fort

Years after 1420, the wagon fort becomes a town. On the very same spot, and you will see it happen.

Painting: a wagon fort on a hilltop, people behind side boards and pavises with the chalice, hills, forests and a village behind.

Place · Chain · Hold

  1. Place the wagons

    Choose the ground: a hilltop, a ford or the edge of a forest. Chain the wagons wheel to wheel, close the gaps with pavises and leave a passage for a sally.

  2. Assign your captains

    Captains command sections of the wall. Who holds the threatened flank and who keeps the reserve decides more than the number of men.

  3. Hold the line

    Handguns, hook guns and crossbows behind the side boards, flails and sudlice pole arms in the gaps. Powder and bolts are counted: what you spend is missing at home.

Five epochs, one place

The wagon is home and wall

You start with no buildings, only a convoy: wagons, people and supplies. Crusaders and raiders strike in several places at once and you have one convoy. You choose where to raise the wagon fort and what to leave to defend itself.

In battle you command in person. The exact number of wagons, gun barrels, kegs of powder and fed people goes into the fight. Whatever breaks, is fired or falls is missing at home.

Five epochs, one place

The campaign follows the community from the spring of 1420 to 1436. Nothing is unlocked by research. What matters is how the settlement grows, who lives in it and what the campaigns bring home.

  • 1420

    I. Defending the land

    A convoy without buildings on the map of Bohemia. Hold as much of the land as you can and live to see winter.

  • 1420–1422

    II. Settlement

    The wagons are taken apart and their timber becomes the Common House. Gathering resources, building, hunger and winter, robbers and wild animals.

  • 1422–1426

    III. Village

    Houses, a mill and a chapel, more crafts. Disputes over faith and over whose side the community is on.

  • 1426–1431

    IV. Fortified town

    Walls of timber, then of stone, guilds, a market where the ring of wagons once stood, campaigns beyond the border.

  • 1431–1436

    V. The fate of the crown

    Choosing a side, Lipany and the Compacts. In the end it is not victory that is judged but the community’s chronicle.

The land remembers

What you build and fell stays. Ruts left by the ring of wagons, scorched earth from the fires, the first well. Left untended, everything grows over with the seasons and the years.

The first ring of wagons decides where the square and the main road will be. Your people have names and live through the epochs: the wheelwright of the first year is a guild master years later. The chronicler knows them by name.

What the game holds to

Mud, winter, hunger, money. No magic, no chosen ones, no miracles. Only people who believe in them.

We do not rewrite history. Your community is fictional, but it stands on a real place and real events happen around it.

The game is in development. This description follows its current design and may still change.