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VINCI
Masters of metal, steam, and clockwork, the Vinci
rely on ingenuity and industry to realize their
ambitions. Unfortunately, much of their striving is
directed inward—the Vinci city-states are, at best, a
loosely connected affiliation of uneasy alliances. At
worst, they are a network of bitter enemies, unified
only by their methods of destruction.
NATIONAL POWER
The Vinci command the National Power of
Industrial Devastation, which allows them
to lay waste to large swaths of enemy land
and wreak destruction on buildings and any
ground units unlucky enough to be caught in its path.
TECHNOLOGY TRACKS
Politics
Increases borders and attrition.
Reduces cost of neutral sites.
Reduces damage taken when Storming.
Prosperity Allows units to heal while in
friendly territory. Generates
Wealth income.
Scavenge Generates resources from killed
friendly and enemy units, and
reduces enemy attrition effects.
Mining
Enables National Power of
Industrial Devastation and
generates Timonium income.
1
HEROES
THE DOGE, RULER OF VENUCCI
Though lacking Giacomo’s innate brilliance, the Doge of Venucci
has a powerful array of technological weapons that compensate
in power for what they lack in elegance. The Doge increases
the creation rate for all units, and improves Steam Cannon,
Juggernaut, and units built at the Glorious Statue.
GIACOMO, INVENTOR OF MIANA
The city of Miana has a long history of producing inventive
geniuses—Giacomo Giamba is one of its proudest sons. Giacomo
provides a free Research point when he arrives or levels up and
enhances all friendly clockwork units.
Poison
Cloud
POWERS
Inspired
Augmentation
Heals allied units
and increases
unit speed and
attack power.
POWERS
Sonic
Burst
Creates a
destructive wave
of sound.
Demolition
Team
Summons
bomb-laden
Clockwork Men.
Pain
Ray
Siege
Laser
Doge
Hammer
Super
Armor
Shields friendly
units in a wide
area from all
enemy damage.
Creates a
Fires a
Damages building
toxic fog that
concentrated beam or City. Lowers
damages enemies. of energy at an
number of troops
enemy unit.
needed to Storm
a City.
Fires a massive
artillery round at
an enemy.
LENORA, PIRATA CAPTAIN
Lenora’s fearless nature and skill as a pilot allow her to
perform acts of daring combat and ruthless piracy. Lenora
increases the range and line of sight for Aerodrome
units, and provides extra Wealth income.
POWERS
2
Boosters
Piracy
Enhances Lenora’s
speed, health, and
attack power.
Captures enemy
units and brings
them under
Lenora’s control.
Sky
Burst
Cluster
Bomb
Does massive
damage to other
air units.
Scatters powerful
bombs across a
wide area.
3
BUILDINGS
BARRACKS
Builds Imperial Musketeers and
clockwork-powered units, such as
Clockwork Men and Clockwork Spiders.
INDUSTRIAL DISTRICT
Grants additional trips to the
Prototype Factory and decreases unit and
building creation time. Unique Vinci District.
AERODROME
Builds flying units, such as the
Scout Flyer, Pirata Flyer, Air Destroyer,
and Cargo Dirigible.
MILITARY DISTRICT
Increases Population Cap, creates
additional Musketeers, and improves
City’s defenses.
STEAM FORTRESS
Builds large, steam-powered units,
such as the Steam Cannon, Juggernaut, and
Land Leviathan. Has a powerful attack against
ground and air units. Extends your
National Borders.
MERCHANT DISTRICT
Increases Resource Cap, Caravan
capacity, and Trade Route value.
DEFENSE TOWER
PALACE DISTRICT
Increases City size, health, trade
value, and border push. Enhances other
Districts’ effects.
4
A tower-mounted cannon which
defends against ground and air units.
Has a small radius of indefensible
“dead zone” around its base.
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BUILDINGS [CONTINUED]
TIMONIUM SMELTER (RESEARCH LAB UPGRADE)
RESEARCH LAB
Grants 2 Research points when built.
Can be transformed into any of the following
eight buildings, each of which can only be
built once.
BOREHOLE (RESEARCH LAB UPGRADE)
Adds to Timonium or Wealth income,
and can be toggled between the two. Can be
upgraded further to increase output. Grants
2 Research points.
TELESCOPE (RESEARCH LAB UPGRADE)
Allows you to see a large portion of
the map. Can be redirected repeatedly, but
reveals only the portion of the map in its
current field of view. Grants 1 Research point.
GLORIOUS STATUE (RESEARCH LAB UPGRADE)
Creates Doge Elite Guard and Doge
Walker units. Increases the attack
power of nearby friendly units. Grants
4 Research points.
6
Creates a continuous, steady stream
of Clockwork Men. Repairs nearby friendly
mechanical units. Grants 5 Research points.
CALCULATOR (RESEARCH LAB UPGRADE)
Allows you to buy and sell Timonium
for Wealth. Reduces the construction cost of
nearby buildings. Can be upgraded to offer
better trade rates. Grants 4 Research points.
BUNKER FORT (RESEARCH LAB UPGRADE)
Garrisons a large number of units.
Strong defensive capability. Also creates
Steam Fortress units. Grants 7
Research points.
NULLIFIER (RESEARCH LAB UPGRADE)
Can use the Cease Spells power,
which negates all spells, abilities, and
powers for a short time. Grants 7
Research points.
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BUILDINGS [CONTINUED]
DOOM CANNON (RESEARCH LAB UPGRADE)
A huge cannon that can deliver
devastating attacks against Cities, buildings,
and ground units. Grants 9 Research points.
PROTOTYPE FACTORY
Allows one visit for free.
Subsequent visits require Industrial Districts.
Each visit provides choice of some special
technology or unit.
UNITS
IMPERIAL MUSKETEER (BARRACKS)
Vinci soldier unit with ranged attack.
Tactic: Volley Fire—increases attack, but
unit cannot move and is more susceptible
to damage.
Tactic: Skirmish—increases ranged defense,
speed, and line of sight (requires upgrade).
Tactic: Assault—increases melee value, but
unit loses ranged attack while using this
ability (requires upgrade).
UPGRADE AT THE BARRACKS
MINE
Enhances Timonium gather rate.
Can create Miners. Can be upgraded for
improved productivity and health.
CLOCKWORK MAN (BARRACKS)
Clockwork ground unit with
melee attack. Heals itself when other
clockwork units are destroyed.
Gains attack power when other
clockwork units are nearby.
UPGRADE AT THE BARRACKS
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UNITS [CONTINUED]
PIRATA FLYER (AERODROME)
CLOCKWORK SPIDER (BARRACKS)
More powerful than Clockwork
Man. Does trample damage and can
fire on the move against air units.
Light flying unit with more
combat power than Scout Flyer.
UPGRADE AT THE AERODROME
Power: Web—creates a web of
electrical damage.
UPGRADE AT THE BARRACKS
SCOUT FLYER (AERODROME)
Light flying unit, useful for scouting.
Power: Gun Drone—adds light
ranged attack (requires upgrade).
Power: Air Mine Drone—does damage to other
air units (requires upgrade).
Power: Bomb—damages ground targets
(requires upgrade).
UPGRADE AT THE AERODROME
10
CARGO DIRIGIBLE (AERODROME)
Transport unit. Also acts as a
supply source, which prevents
attrition damage to your units.
UPGRADE AT THE AERODROME
AIR DESTROYER (AERODROME)
Flying unit with strong attack
against ground units.
Ability: Barrage—increases rate
of fire with ground-attack missiles.
UPGRADE AT THE AERODROME
11
Alin
UNITS [CONTINUED]
JUGGERNAUT (STEAM FORTRESS)
Medium tank unit. Has a trample
attack and can fire on the move.
UPGRADE AT THE STEAM FORTRESS
The heart of the desert, the Alin Kingdom is an ancient power of
magic and mysticism. For thousands of years, the magic schools
of Fire, Sand, and Glass formed the three pillars of Alin might.
This was before the Glass Genie, Sawu, was corrupted by a
strange object which fell from the sky. Under its influence,
Sawu became a master of Dark Glass, and the Alin
Kingdom was greatly weakened by
an internal war.
STEAM CANNON (STEAM FORTRESS)
Heavy ground cannon unit. Does
splash damage. Highly effective siege weapon.
UPGRADE AT THE STEAM FORTRESS
National Power
The Alin have the National Power of Summon Army,
which allows them to instantly call forth soldiers to
join in their struggle.
Technology Tracks
LAND LEVIATHAN (STEAM FORTRESS)
The ultimate Vinci ground unit.
Land
Lore
Reveals the map. Increases National
Borders and attrition.
Power: Devastator—fires a missile that
delivers massive damage to one target.
Vigor
Increases unit health and allows them
to heal while in friendly territory.
Reduces construction time for buildings.
Treasure
Generates Timonium and Wealth.
Improves Caravan speed and health.
Power: Repair Cycle—becomes dormant for a
short time, during which it takes less damage
and repairs itself.
Power: Burrow—moves very quickly
from one location to another while
traveling underground.
Evocation Enables National Power of Summon
Army. Creates free units with each
new Summoning Circle built.
UPGRADE AT THE STEAM FORTRESS
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Heroes
Dakhla, the Sand Warden
This genie commands the powers of sand and wind
and stands equal to Damanhur in power. Dakhla
summons a free Scorpion when he levels up and
increases your Resource Cap.
Sawu, the Dark Alin
Master of the Dark Alin, Sawu was a Glass Genie
whose corruption only served to increase his power.
Sawu summons a free Glass Spider when he levels
up and provides extra Timonium income.
Powers
Glass Shards
Creates whirling
blades of Dark Glass
around Sawu.
Glass Prison
Freezes enemies
in Dark Glass, so they
cannot move or fight.
Summon Marids
Summons powerful
glass spirits to aid
Sawu in battle.
Summon
Giant Spider
Creates giant Glass
Spiders that do
Sawu’s bidding.
Powers
Wind Defense
Sand Storm
Summon
Sand Horror
Maelstrom
Causes friendly units
to move faster and
be less susceptible to
ranged attacks.
Summons Sand
Horrors to
attack enemies.
Flings and damages
enemy units.
Creates whirlwind
units that seek out and
damage enemies.
Damanhur, the Desert Flame
Damanhur can inflict burning destruction on man,
machine, or monster and has the ability to summon
lesser fire spirits to do her bidding. Damanhur
summons a free Afreet when she levels up and
increases your Population Cap.
Powers
Fiery Touch
Causes burning
damage to all enemy
units in its radius.
Wrath
Causes Damanhur
to grow into a larger,
fiercer form.
14
Summon
Salamanders
Summons a
Salamander to
attack enemies.
Fire Golem
Creates a slow,
but devastatingly
powerful, fire giant.
15
Buildings
Sand Spire
Allows upgrading of civilian,
soldier, and sand beast units.
Has an attack against ground units.
Military District
Increases Population Cap,
creates additional Desert Walkers,
and improves City’s defenses. Grants
Research points.
Circle of Sand
Magus District
Creates Sand units, such as the
Desert Walker, Heartseeker, Scorpion,
and Sand Dragon. Can be built anywhere,
even in enemy territory. Can be upgraded
to a Lush Circle; circle gains health and
prevents attrition within its radius.
Grants additional Research
points and enhances the Timonium
output of Relics. Unique Alin District.
Upgrade at Sand Spire
Merchant District
Increases Resource Cap,
Caravan capacity, and Trade Route value.
Palace District
Increase City size, health,
trade value, and border push.
Enhances other Districts’ effects.
Eternal Flame
Allows upgrading of
flame-themed units. Has an attack
against air units.
Circle of Flame
Creates Flame units, such as
the Afreet, Salamander, Fire Elemental,
and Rukh. Can be built anywhere, even
in enemy territory.
Upgrade at Eternal Flame
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Buildings [continued]
Glass Citadel
Units
Desert Walker (Circle of Sand)
Allows upgrading of
glass-themed units. Strong attack
against air and ground units.
Extends National Borders.
Alin soldier unit.
Tactic: Whirling Blades—increased attack
power, but more prone to damage.
Tactic: Glass Bolts—adds ranged attack
(requires upgrade).
Circle of Glass
Creates Glass units, such as
the Glass Cannon, Glass Spider,
Glass Golem, and Glass Dragon.
Can be built anywhere, even in
enemy territory.
Upgrade at Glass Citadel
Tactic: One with the Sand—unit hides
and then reveals itself when it moves or
attacks (requires upgrade).
Upgrade at Sand Spire
Heartseeker (Circle of Sand)
Ranged unit with strong
anti-air attack.
Mine
Upgrade at Sand Spire
Enhances Timonium gather rate.
Can create Spirit Miners. Has a weak
attack against ground and air units.
Can be upgraded for improved
productivity, health, and attack.
Upgrade at Sand Spire
Scorpion (Circle of Sand)
Cavalry unit with poison
attack and limited trample damage.
Upgrade at Sand Spire
18
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Units [continued]
Juvenile Salamander (Circle of Flame)
Sand Dragon (Circle of Sand)
Flying unit with ranged attack.
Effective against both ground and air targets.
Fire-breathing ground unit
with ranged attack. Most effective against
ground troops.
Upgrade at Eternal Flame
Upgrade at Sand Spire
Fire Elemental (Circle of Flame)
Puzzle Box (City)
Transport and supply unit.
Prevents attrition damage. Increases
friendly unit attack power.
Power: Magic Wind—transports units to
another location on the battlefield.
Fire Scout (City)
Fast air unit with no attack.
Good line of sight.
Strong ranged attack, best
against single, large foes.
Upgrade at Eternal Flame
Rukh (Circle of Flame)
Flying melee unit that divebombs ground units.
Upgrade at Eternal Flame
Power: Fire Gate— transports itself and a
few friendly units to capital City.
Upgrade at Eternal Flame
Afreet (Circle of Flame)
Glass Cannon (Circle of Glass)
Siege unit that fires glass rounds.
Ranged unit with fiery attack.
Effective against ground and air units.
Power: Glass Shock—explodes, damaging
nearby enemy units, then reconstitutes
itself (requires upgrade).
Power: Burning Attack—engulfs enemies in
flame, which spreads to nearby units.
Upgrade at Glass Citadel
Upgrade at Eternal Flame
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Units [continued]
Glass Spider (Circle of Glass)
Melee unit with effective
close-range and trample attacks.
Power: Glass Web—imprisons enemy
units (requires upgrade).
Upgrade at Glass Citadel
CUOTL
Little is known of the inhabitants of the
Cuotl jungle, but all that is known, is feared.
There are legends of the Cuotl being visited
by the chariot of the gods a thousand years ago,
but the people themselves had always been little
seen, until recently. Now, commanding powers
that can be explained by neither Alin mystics
nor the strongest minds of the Vinci academies,
the Cuotl have made their presence,
and their intentions, unmistakable.
Glass Golem (Circle of Glass)
Large, powerful ground unit
with trample and ranged attacks.
Power: Glass Shock—explodes, damaging
nearby enemy units, then reconstitutes
itself (requires upgrade).
Upgrade at Glass Citadel
Glass Dragon (Circle of Glass)
NATIONAL POWER
The Cuotl command the National Power of
Star Bolt, which reveals hidden areas of the
map and creates an aura of light that does
significant damage to enemies.
TECHNOLOGY TRACKS
Worship
Increases Holy Arks’ health and ability
to heal other units. Increases Channel
Power effects. Improves Fanes.
Zeal
Provides free Sentinel units at
starting City. Creates Sentinels faster.
Improves attack power of units, Obelisk,
and Sanctuary.
Judgement
Increases Timonium income.
Improves building shield strength
and regeneration. Lowers cost of
Subjugation and captures defending
units alive.
Divine
Power
Enables National Power of Star Bolt
and increases Energy income.
A massive flying glass Dragon
and the most powerful unit of the Alin.
Power: Healing—heals itself while still
flying and attacking.
Power: Glass Fury—rains glass shards and
heat on ground targets (requires upgrade).
Power: Glass Shock—explodes, damaging
nearby enemies, then reconstitutes itself
(requires upgrade).
22
Upgrade at Glass Citadel
23
Heroes
XIL, THE SUN GOD
Xil is worshipped by the Cuotl people for
good reason. Enemies of the Cuotl soon learn
why when encountering Xil’s solar wrath. Xil
enhances Sun Jaguar, Sun Idol, and Sun Cannon
units, and reduces the cooldown period of the
Cuotl National Power, Star Bolt.
CZIN, GOD OF DEATH
The leader of the Cuotl, Czin appears to hold
the power of gravity itself in the palm of his
hand and uses this power to bring death to
his enemies. Czin causes attrition damage to
enemies in your territory, and enhances the
attack of Death Snakes and Death Spheres.
POWERS
POWERS
Plague
Soul Burn
Does damage over
time to target
unit and spreads
damage to other
units that come
in contact.
Stuns enemies
and disables their
special abilities.
Death Grip
Death Gate
Allows Czin to
freeze nearby
enemies and feed
off their health.
Creates a giant ball
of swirling darkness
that drags units in
and damages them.
Blinding Armor
Mirror Image
Targeted friendly
units gain strong
defenses and glow
more brightly until
they blind the enemy.
Creates several
weaker duplicates
of Xil.
Burning Beams
Sun Blast
Creates light rays
from the sky that
burn any enemy
they touch.
Enhances Xil’s
normal attack
to devastating
levels.
SHOK, GODDESS OF STORM
Though the Cuotl people worship Shok as a
merciful source of rain and guardian of crops,
her storm powers bring only destruction. Shok
boosts building Shields and increases the speed
of flying units.
POWERS
24
Thunder Clap
Lightning Blast
Stuns ground
units, and removes
spell effects/
augmentations.
Creates a damaging
electrical attack.
Hurricane
Lightning Jump
Covers the entire
map, damaging
and paralyzing
enemy air units.
Teleports Shok and
a select number of
troops anywhere
on the map.
25
Buildings
PALACE DISTRICT
Note on Channel Power Effect: When charged through
the use of a Holy Ark, Cuotl buildings attain special powers
and attributes above and beyond their normal function.
Each building’s Channel Power Effect is included in the
building description.
MILITARY DISTRICT
Unique Cuotl District.
Increases Population Cap, creates
Sentinels at Large and Great Cities,
and improves City’s defenses.
Allows City to self-repair.
Grants Research point.
Increases City size, health,
trade value, and border push.
Enhances other Districts’ effects.
Grants 2 Research points when
upgrading to Large City, and 3 for
a Great City.
MINE
Timonium-gathering site.
Can create Miners. Can be upgraded
to increase Timonium gather rate or
allow Miners to gather Energy.
Channel Power Effect: Increases
Timonium gather rate.
HOLY DISTRICT
Unique Cuotl District.
Adds attrition to the City radius—
each Holy District within the City
increases the attrition effect.
Expands National Borders. Creates
one Holy Ark. Heals units within
territory. Grants Research point.
REACTOR DISTRICT
Unique Cuotl District.
Increases Resource Cap. Adds Energy
income based on City size and
number of neutral sites captured.
Grants Research point.
26
FANE
Creates Cuotl ground units,
such as Sentinels, Sun Jaguars,
and Death Snakes. Can fly and
transport units.
Channel Power Effect: Units are
created faster.
TEMPLE
Creates Cuotl air units, such
as the Scout Eye, Quetzal Fighter,
Storm Disk, and Eagle Bomber.
Channel Power Effect: Units
are created faster.
27
Units
Buildings [continued]
SENTINEL (FANE)
SANCTUARY
Creates Cuotl heavy weapons,
such as the Sun Cannon, Death
Sphere, Sun Idol, and City of
Vengeance. Expands National
Borders. Has a strong attack
against ground and air units.
Channel Power Effect: Units built
faster. Increased National Border
push and attack power.
OBELISK
Soldier unit with ranged
Energy weapon attack.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
UPGRADE AT THE FANE
SUN JAGUAR (FANE)
Fires an energy beam that
acts as a weak attack against
ground and air units. Can be part of
a “network” of Obelisks, so that one
will fire with the collective strength
of all other Obelisks in range.
Channel Power Effect: Massively
increases attack power.
CITY
Ground unit with strong
melee attack and trample. Can attack
on the move.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
UPGRADE AT THE FANE
Rebuilds Holy Arks, in
addition to normal City functions.
28
29
Units [continued]
DEATH SNAKE (FANE)
Durable ground unit with strong
melee attack. Does poison damage.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
UPGRADE AT THE FANE
HOLY ARK (HOLY DISTRICT, CITY)
Supply unit, created by adding
Holy Districts. When destroyed,
it can be rebuilt at Cities. Heals units
within its radius.
Power: Channel Power—enhances the
function and effectiveness of nearby
buildings. See Cuotl Buildings on page
60–62 for more information.
QUETZAL FIGHTER (TEMPLE)
Ranged attack unit. More
effective against air targets.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
UPGRADE AT THE TEMPLE
EAGLE BOMBER (TEMPLE)
Air unit with ranged lightning attack.
Weak against air units. Strong
against ground units and buildings.
Can attack while moving.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
STORM DISK (TEMPLE)
Moderate attack against ground
units. Strong ranged attack against
air units. Can attack while moving.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods
(requires Zeal Research).
30
UPGRADE AT THE TEMPLE
31
Units [continued]
SUN IDOL (SANCTUARY)
SUN CANNON (SANCTUARY)
Small but powerful cannon.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
All-purpose attack unit.
Effective against both ground
and air targets.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
UPGRADE AT THE SANCTUARY
UPGRADE AT THE SANCTUARY
DEATH SPHERE (SANCTUARY)
Extremely powerful melee
attack against ground units but
ineffective against air units.
Causes poison damage.
Power: Personal Shield—absorbs
some damage (requires
Judgement research).
Power: Personal Cloak—becomes
invisible for short periods (requires
Zeal Research).
CITY OF VENGEANCE (SANCTUARY)
Cuotl Master Unit. Transports
troops. Has powerful ranged
and trample attacks. Resistant
to attrition.
Power: Reintegrate—Instantly
self-repairs.
Power: Disrupt—Does tremendous
damage to buildings.
Power: Gravity Wave—Stuns all
units in its path.
UPGRADE AT THE SANCTUARY
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