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FIELD NOTES / FGS

100 Years of War: build for the next battle.

A guide to your three opening fronts, permanent conveyor work and an alternate victory through Divine fusion.

By Freedom Game Studio · Reviewed · Browser beta 1.3.1

One opponent. One hundred years. A longer campaign.

A level is one AI opponent. Win the battle, keep your conveyor upgrades, and meet the next opponent. Each battle lasts at most 100 years, so the year counter and campaign level describe different things. Defeat level 100 to finish the campaign, then choose whether to continue endlessly.

Troops and dealt cards reset between opponents. Your winning belt tile types, grown levels and queue bonuses carry forward. A defeat or draw lets you retry from the conveyor you had before that opponent.

Your first orders

  1. Tap a card in your hand, then tap a NEXT slot, or drag the card there.
  2. Resolve your staged orders. Deployed troops enter at the rear and advance along the belt in later years.
  3. Clear enemy troops so a surviving Claim can earn capture points. Five accumulated points seal a front.

You can stage one deployment per open front each year, so the allowance grows with the battlefield. Start with three fronts and capture two to win; more fronts open at levels 10 and 25. Tap a troop or tile to inspect its ability. The in-game manual and replay explain the last resolved action.

Capture a majority of fronts

Claim more than half the fronts to win immediately: two of three, and three of four or five. At year 100, captured fronts decide the result, then claim progress on the remaining open fronts; an exact tie is a draw. Normal combat resolves before a surviving unopposed Claim scores. A solo Joker acts earlier. From level 15, assembling The Divine offers another way to win the current battle.

Build and merge your conveyor

New campaigns begin with empty upgrade tiles. Hold or block a Blacksmith on a belt tile so it can build a useful upgrade; stronger merged Smiths can improve more tiles and the deployment queue. Inspect the engineering view to see what is built and which troops benefit.

Matching adjacent troops merge along a belt. Their numbers combine, and unlocked forms change what they can do. Keep a useful pair together, but leave a route for your Claim to reach battle. The on-card health bar shows remaining health; inspection gives the precise values and ability.

A Joker begins with 0.1 health. Immediately behind an ally, it copies that ally and merges while adding only 0.1 health. Alone at battle it acts first and earns two claim points per year; merged into a troop that still claims, it adds one point to that troop’s claim rate.

Use Later rotates up to three unstaged cards per year without advancing combat. You draw replacements before the selected cards return to the back of the deck, so they cannot immediately redraw themselves.

Assemble The Divine

Bring the following final troop forms into adjacent friendly slots on the same belt. Each pair makes a dedicated Divine piece:

Final formsDivine piece
Century Reaper + Century ForgeCrown of the Divine
Eternal Blade + StarshotBlade of the Divine
Worldshield + DawnweaverHeart of the Divine

Protect these vulnerable pieces while you line them up. They are Divine components, not ordinary troop roles. Different components combine through the same friendly, same-belt adjacency: any two make a partial ascension, then the missing third completes The Divine. The order does not matter. A duplicate piece cannot stand in for a missing one, and a Joker cannot counterfeit a Divine component.

Partial ascensions, including a two-of-three combination, are saved with the battle. Completing all three wins that battle immediately. It does not finish the entire 100-opponent campaign: continue to the next opponent normally, keeping the usual winning conveyor work.

A finite supply of veterans

From level 15, each side receives 12 extra veteran reinforcement cards in a new battle: two fourth-form cards from each of the six troop classes. Merge each matching pair to reach the final form needed for Divine fusion. Both commanders have the same access.

These reinforcements are a finite part of the battle’s card supply, not an unlimited source. An existing saved battle keeps its current cards; the next opponent receives the new veteran supply.

When the battlefield changes

Campaign levelWhat opens
1–2Three lanes, two upgrade tiles per belt and three troop forms.
3A fourth troop form; the battlefield stays at three lanes.
10Four lanes; unused player upgrades grow every two years.
15A third upgrade tile on every belt, fifth troop forms and a finite veteran supply for Divine fusion; unused upgrades grow every three years.
25Five lanes. Your existing conveyor work stays.
50A fourth upgrade tile on every conveyor; the battlefield stays at five lanes.
100Finish the campaign, then optionally continue endlessly.

The milestone refers to the opponent level you enter. New outer fronts start empty; existing belt work is retained. Short illustrated chapters explain each expansion before play resumes, and reached chapters can be revisited in War Chronicles. Growth applies to eligible built tiles from year four, not to bare tiles.

Campaign illustration of a commander, new bridge, blacksmith, fortress and expanded road to battle
Campaign chapter artwork. This illustration is not a gameplay screenshot.

Phone and Desktop layouts

Automatic chooses a presentation profile from the window size and input capabilities. Phone groups your hand, orders and turn controls for touch, with battlefield scrolling where needed. Desktop keeps your hand and turn controls beside the battlefield. NEXT slots sit directly below your conveyors, aligned with their lanes. Both complete conveyors and every unlocked lane and belt tile remain visible without battlefield scrolling.

In the game menu, Screen layout offers Automatic, Phone and Desktop. Desktop needs enough room: narrow windows keep Phone even when Desktop is selected. Your choice changes presentation and is stored in this browser’s preferences. It keeps the same campaign, cards and local progress.

Controls, local saves and beta status

Play with touch or a mouse. Buttons support normal keyboard focus, and Escape closes an open panel, but battlefield deployment needs a pointer. The resolved turn and campaign progress save locally in this browser on this address.

An active older one-lane save expands to three fronts while keeping its Bridge, troops, claim progress, cards, year and conveyor work. A finished one-lane battle keeps its result; the next or retried battle uses the new three-front opening.

Return to the same browser and FGS Play address for your save. A private playtest, another website address or the separately prepared iPhone app has different storage. Progress does not transfer automatically. Clearing website data can remove it.

This browser beta has no ads, purchases, account or analytics. The separate iPhone source is in preparation; an App Store release is not claimed here. Physical iPhone/Safari touch and performance checks remain part of beta playtesting.

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