Tideholm — How to play

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You rule an island on a wide ocean. Grow its economy, raise an army, and expand — by settling empty islands or taking inhabited ones. Everything runs in real time: buildings, training, and fleets keep moving while you're away.

Resources

Three resources accumulate continuously: wood 🪵, stone 🪨 and gold 🪙, produced by the Lumberyard, Quarry and Gold Mine. Your Storehouse caps how much you can hold — a full store wastes production, so keep it ahead of your income. The Island Hall speeds up construction.

Buildings

BuildingDoes
Lumberyard / Quarry / Gold MineProduce resources; higher levels produce more
StorehouseRaises storage capacity (×1.5 per level)
Island HallEach level speeds up all construction
BarracksUnlocks troops; higher levels train faster
HarborUnlocks ships: Colony Ships and Flagships
WallStrengthens all defenders; takes damage when the island is sacked
FarmPopulation cap — every unit needs people; bigger armies need bigger farms

Upgrades queue up to 3 deep and cost ~1.55× more per level.

Units

UnitRole
SpearmanCheap all-rounder
RaiderStrong attack, carries the most loot, weak at home
SentinelDefensive backbone; never leaves on raids
ScoutSpies out enemy islands; counter-scouts at home; can't fight
Colony ShipSettles an uncharted (gray) island; consumed on landing
FlagshipJoins attacks; each victory it survives breaks the island's loyalty

Combat

Click any island on the map to attack. Travel time depends on distance and your slowest unit. On arrival, your total attack power faces the garrison's defense power. The stronger side wins; ties go to the defender. The winner's losses scale with how close the fight was — crush a small garrison and you lose almost nothing; scrape by and you lose most of your army.

Winners plunder as much as their surviving units can carry, drawn proportionally from the defender's stores, and march home with it.

Colonization & conquest

Gray islands are uncharted. Send a Colony Ship to claim one as a fresh colony — first ship to land wins. Taking an inhabited island is a campaign: every island has loyalty (0–100). Each winning attack that includes a surviving Flagship lowers it by 25–40; when loyalty reaches 0, the island — buildings, stores and all — becomes yours and your surviving army garrisons it. Loyalty regenerates over time, so strike in waves. A fresh conquest starts restive at 25. Lose your last island and your people flee to a fresh one; you're never out of the game.

Support & espionage

Click any inhabited island and choose Send support to station your troops there as defenders — this is how alliances actually hold ground. Stationed troops fight (and die) in the island's defense; recall them anytime from your island view. Clicking one of your own islands lets you transfer troops between them the same way.

Scouts reveal a target's garrison, stores, loyalty and buildings — but the defender's own scouts fight back: send more scouts than they keep at home, or none of yours return and they'll know you tried.

Alliances & mail

Found an alliance or accept an invitation in the Alliance tab. Allies can't attack each other, and your tag shows on the map and rankings. Use Mail to write to any player.

Beginner protection

Players under 40 points cannot be attacked — by anyone — until they attack a human player themselves. Build in peace, but pick your first fight carefully.

The bots

The island folk are not decorative. They build, train, raid for loot, expand — and they remember who attacked them.