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

Place · Chain · Hold
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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.
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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.
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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.
Formation
A ring, a square or two rows of wagons. The ground and the number of wagons decide the shape of the wall.
Concord
People quarrel over faith, loot and work. Concord holds the community together; a schism breaks it apart.
Supplies
Powder, bolts, bread and hay for the horses travel on the same wagons that form the wall.
Terrain
Hilltop, pond, forest and mud. Where the wagons stand decides more than the first shot.
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.
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.