Codex — Glossary
Short definitions of core Red Age mechanics.
- Action Points (AP)
- The resource spent to build roads, produce units, and activate technologies each turn. Base 5; modified by city levels, stability, and techs. Hard cap: 20.
- Attack AP cost
- Attacking an enemy unit or city does not cost AP directly — movement to the attack tile costs movement, and the attack itself consumes the unit's action for that turn. AP is spent on producing units, building infrastructure, and researching technologies.
- Capital
- The first city a civilization controls; it cannot be upgraded through the standard city-level system and serves as the anchor for the highway network. Losing your capital does not immediately end the game but severs all highway bonuses until it is recaptured.
- City integration timer
- The per-city countdown (in ticks) between capture and full integration. During this period the city contributes nothing to income, science, or victory thresholds. Default: 2 ticks; Eurasia: 1 tick.
- City level (L1–L4)
- Non-capital cities can be upgraded from Level 1 to Level 4 by spending Action Points. Higher levels increase income, science output, and the city's contribution to stability and AP generation. Maximum level: 4.
- Coastal vs. island civilization
- A coastal civilization has cities on both land and sea-adjacent tiles, enabling port construction and naval unit production. An island-dominant civilization controls cities reachable primarily by water, making naval and amphibious units essential rather than optional.
- Economic victory
- A victory condition triggered by sustaining very high income per turn, holding five Level-4 cities, researching Economic L5, and maintaining the threshold for 5 consecutive ticks. Note: disabled in the current MVP build — VictoryConfig.militaryOnly is active.
- Encirclement
- A combat penalty applied when an attacking unit is surrounded by enemy units on multiple sides, reducing its effective damage output. The Eurasian Union's Operational Armor Corps (code: HeavyTank) ignores this penalty.
- Fog of war
- Tiles not currently within sight range of any of your units or cities are hidden. Enemy units outside your sight range are invisible; city ownership in unscouted regions may be unknown.
- Highway network
- The single connected road graph linking your cities to your capital. Only the network connected to the capital generates income bonuses, capped at 40%.
- Integration
- The period after capturing a city during which it produces no economic output and does not count toward victory conditions. Default: 2 turns. Eurasian Union: 1 turn.
- Military victory threshold
- The fraction of all cities on the map that a civilization must control (as integrated cities) to win by Military victory. The threshold scales with map size: 30% on micro maps, 22–25% on larger maps; some factions have a faction-specific override.
- Overstretch
- Stability penalty for holding more than five integrated cities. Each city beyond five reduces stability by 3, limiting how aggressively any faction can expand.
- Stability
- A 0–100 metric that modifies income, action points, and morale. Drops when you hold more cities than your logistics can support; rises with upgraded cities, ports, and roads.
- Tech victory
- A victory condition triggered by researching Science L5 (Tech Breakthrough), starting a countdown timer. If the civilization holds all its integrated cities for the duration, it wins. Note: disabled in the current MVP build — VictoryConfig.militaryOnly is active.
- Territory
- The 3×3 tile area centered on a city tile; this is the zone the city "owns" for resource harvesting and garrison coverage purposes. Territory does not expand with city level.
- Tick
- One civilization completing its turn (END_TURN). Used in integration timers and victory countdowns. Eight players = eight ticks per round.
- War declaration
- The formal state of conflict between two civilizations, enabling attacks on each other's units and cities. Note: in the current MVP build, all civilizations begin the match at war with every opponent — there is no neutral or peace state at game start.