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Vaelora In development

A world of settlements & strategy

Vaelora

A living world.
Yours to command.

Bellweather · World concept art

FIELD COMMAND 01

Vaelora

CONNECTING/
TEAM CONNECTING
—FOOD
—WOOD
LOADING MAP / WAITING FOR SERVER
MAP
Tactical map.
AZUREEMBERFOODWOOD
LMB DRAG TO SELECT · RMB MOVE / ATTACK
CUSTOM BATTLEFIELD · HOST

Map Studio

100%
Versioned shipped packs load automatically for both players. Custom local packs must be imported in Audio Studio on each device.
Units share nearby sight. Enemy forces beyond it stay hidden.
MATCH OPENING
Even total, split equally between teams. Each side starts with four workers when its roster has room. Manual army resets can still stress test large forces.
Both teams begin with these stocks. Set a larger reserve for quick-build or late-game custom matches.
GROUND MATERIALS
Choose regional ground and audio defaults; painted terrain and layout stay editable.
GROUND LEVEL
Replaces ground heights in this draft. Keeps flat base and marker pads; water stays level.
LEVEL 1 LEVEL 2 Two-step edges form cliffs; paint a level-1 ramp between them.
OBSTACLES & MARKERS
RESOURCE NODES 0 / 128
Click an empty cell to place (defaults: 300 food / 500 wood); click an existing node to select and edit its stock. Remove Selected deletes it; terrain painting removes nodes.
CAPTURE OBJECTIVES 0 / 32
Mark one or more zones below. In all mode, the same team must own every marked zone at once. 0 wins immediately. Otherwise, keep the victory condition for the full timer; losing control resets that team's hold.
REQUIRES CONTROL OF
Food, wood, and unit rewards go to the capturing team on every capture or recapture. Reinforcements spawn near that team’s base, up to roster and open-cell limits. Announcement placeholders: {team}, {objective}, {reward} (food), {wood} (+N WOOD), {units}, {kind}. Leave the message blank for the default announcement. Use Add capture zone, then drag on the map to place it. With no hold time, any mode ends on the first marked capture and all mode ends when one team owns every marked zone. A gated zone can only be captured or recaptured by a team that currently controls every selected prerequisite.
DEADLINE VICTORY
When the clock expires, its current owner wins; if the zone is unclaimed, the match is a draw. A capture victory resolved on that tick takes precedence.
SCENARIO EVENTS 0 / 32
Events pay once by default. Add up to 20 repeat deliveries on a match clock, capture, or completed-event trigger. Chains can branch and join; a joined delay starts when the last selected source finishes its final delivery. A final win cancels pending deliveries; match reset rearms them.
NAMED REGIONS
Draw by dragging. Select / Move drags a rectangle; Resize drags its lower-right corner. Overlaps select the most recently drawn region.
Undo covers regions and events only, up to 64 edits. Opening a map or resizing starts a new history.
Advanced region JSON
Choose the match clock, a zone’s first capture or recapture, or one or more event completions. The delay starts after the source event’s final delivery; chains can branch and join but cannot loop. “Capturing team” follows a shared capture-rooted chain. Repeat deliveries are additional copies of the reward bundle and stop when the match ends. Units respect roster and open-cell limits. Placeholders: {event}, {reward}, {wood}, {team}, {units}, {kind}, {technology}.
NO LOCAL DRAFT Edits are shared when you publish the map.
PRIVATE MATCH

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