The Space Age
2100 AD
The board leaves the surface: 63 territories across orbit and the Moon, so for the first time position has a vertical axis and a lunar foothold can threaten places no land border touches. The Lunar Pioneers start where everyone else has to arrive.
The era at a glance
- Period
- 2100 AD
- Factions
- 6
- Board
- Space Age (2100 AD) — 63 territories
- Regions
- 15
- Players
- 2–8, any mix of people and AI
- Price
- Free. No download, no account required.
Who you can play
Each faction has its own passive strengths and one ability that changes how it fights. They are asymmetric on purpose — the same board plays differently depending on who you take.
- Terran Federation
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Satellite-backed democracies — +1 attack die on every attack; +2 tech points and +2 stability recovery per turn; Satellite Uplink ability.
A confederation of North Atlantic and European megastates bound together by shared orbital infrastructure and open data networks.
Ability: Satellite Uplink: once per turn, spend 4 tech points to place 2 units on an owned territory bordering an enemy.
- Sino-Pacific Hegemony
-
Automated industry + AI command — +2 reinforcements per turn; +1 production per tech building each turn; AI Surge ability.
A tightly integrated Asia-Pacific bloc where AI planners schedule factory output, logistics, and troop rotations with ruthless efficiency.
Ability: AI Surge: once per turn, spend 5 tech points to place 3 units on any owned territory.
- Climate Alliance
-
Terraforming doctrine — +4 stability recovery per turn; population grows twice as fast; Terraform ability.
Born from the flooded coastlines and dust belts of the late 21st century, the Alliance treats ecological repair as a strategic weapon.
Ability: Terraform: once per turn, restore stability to 100 in an owned territory and gain 1 free unit there.
- Corporate Enclave
-
Private militaries and techno-capitalism — +4 tech points per turn; Mercenary Contract ability (6 tech points).
Post-state megacorporations ruling sovereign coastal cities, blurring the boundary between shareholders and citizens.
Ability: Mercenary Contract: once per turn, spend 6 tech points to place 4 units on any territory you own that has a production building.
- Solar Caliphate
-
Energy hegemony of the post-petroleum age — +1 reinforcement per turn; Solar Surge ability.
A post-petroleum coalition of Gulf and Central Asian states that turned their deserts into the energy heart of the 22nd century.
Ability: Solar Surge: once per turn, place 1 unit on an owned territory and gain 2 production.
- Lunar Pioneers
-
Moon-native colonists — start with a Launch Pad and Moon access from turn one; +1 reinforcement per turn; +2 defense dice on Moon territories; Lunar Supply Drop ability.
Descendants of the first permanent lunar settlers, the Pioneers see Earth as a gravity well they are no longer obligated to return to.
Ability: Lunar Supply Drop: once per turn, drop 2 units into any owned Moon territory.
Regions and what they pay
- North American Union
- 0 territories · +7 per turn
- European Confederacy
- 0 territories · +6 per turn
- Sino-Pacific Zone
- 0 territories · +8 per turn
- African Union
- 0 territories · +7 per turn
- Solar Caliphate Core
- 0 territories · +7 per turn
- Central Asia Corridor
- 0 territories · +6 per turn
- South American Bloc
- 0 territories · +7 per turn
- Pacific Rim Alliance
- 0 territories · +6 per turn
- Coastal Megacity Belt
- 0 territories · +3 per turn
- Lunar Surface
- 0 territories · +6 per turn
- Pacific Frontier
- 0 territories · +2 per turn
- Polar Frontier
- 0 territories · +2 per turn
- Antarctic Claims
- 0 territories · +2 per turn
- Atlantic Platforms
- 0 territories · +2 per turn
- Orbital Gateway
- 0 territories · +2 per turn
Play this era
Start a game and pick the era in the lobby, or let a full campaign carry you through the whole arc — a single game can begin with legions and end in orbit. Guest play needs no account.