Polemarchos is a simultaneous-order turn-based strategy game of territorial conquest. Each player commands a nation of cities, armies, and fleets across a shared map.
Every player issues orders to their units privately and simultaneously. The turn resolves automatically once all players submit End Turn. There is no waiting between rounds — plans are made blind.
Cities collect tax four times per year based on population × tax rate. Armies and fleets cost upkeep each quarter — let your treasury run dry and your units' morale will collapse.
All units have a morale value (0 – 1). Units that win combats gain morale; defeated units lose it. If morale falls below 10% a unit may revolt or mutiny and leave your command. Keep your forces fed, paid, and winning.
You only see what your units can see. Visibility depends on terrain — open ground is clear, but forests and mountains hide enemy movements. Last-known positions of enemy contacts persist until you spot them again.
Nations can be at war, neutral, trading, or allied. Send messages to other nations via the Diplomacy panel in-game. AI nations may respond.
Win conditions are defined by the scenario — typically controlling all enemy capitals or eliminating all rival nations.
All players issue orders simultaneously. The turn advances when every player submits End Turn. Use the Pending Orders panel to review queued orders before submitting.
Click a unit to select it. Available orders appear in the sidebar. Some orders (Move, Attack) require you to click a target tile or unit after selecting the order.
Tax is collected 4× per year. Pay rate and consumption are deducted each quarter. Monitor your balance in the HUD — negative balance drains unit morale.
Units below 10% morale risk revolt (cities) or mutiny (armies/fleets). Victory boosts morale 1.5×; defeat drops it to 0.8×.
| Terrain | Visibility |
|---|---|
| Open ground | 100% |
| Grassland / Desert / Water | 80% |
| Mountains | 40% |
| Forest | 20% |
| Order | Applies to | Description |
|---|---|---|
| Move | Army / Fleet | Move toward a target tile. Armies travel 1 tile/tick, fleets 6 tiles/tick. Multi-turn movement resumes automatically. |
| Attack | Army / Fleet | Move into an enemy-occupied tile. Combat is resolved on arrival. |
| Hold | Army / Fleet | Stand in place and passively defend the current tile. |
| Garrison | Army | Transfer troops from the army into a city garrison, reinforcing its defences. |
| Mobilise | City | Convert a portion of the city population into recruits, raising garrison size. |
| Recruit | City | Create a new army unit from the garrison, consuming population and supplies. |
| Build Fleet | City | Construct a new fleet, consuming balance and supplies. |
| Resupply | Army / Fleet | Transfer supplies from a friendly city to the unit. |
| Set Tax Rate | City | Adjust the city tax rate (0 – 50%). Higher tax rates increase quarterly income. |
| Declare War | City | Formally declare war on a target nation from one of your cities. Required before attacking their units. |
| Offer Trade | City | Propose a trade agreement with a target nation, increasing shared income. |
| Offer Alliance | City | Propose a military alliance with a target nation, enabling co-ordinated movement. |
| End Turn | (Global) | Lock in all pending orders. The turn advances once every player has submitted. |