How Forge Wars works
Foundry is a local-state strategy layer on top of SMELT: claim a forge, convert SMELT into Ingots, build infrastructure, train troops, raid nearby forges, defend your own vault, and push seasonal war score.
Live local stats
Moved off the map so the map can be a map, not a spreadsheet wearing camouflage.
Recycle no longer feeds browser-local Scrap, Heat, or Raiders. Use Reports for the cleanup archive.
Raid rules
- NPC villages use Smelters, Ash Archers, and Iron Guards β the same regular troop stack used by forge battles.
- Pick a village on the Dustoria map, send troops from your forge, then wait for the march timer.
- Rally Point range gates which targets you can reach; travel time follows the normal forge attack system.
- Pending marches resolve in Reports with victory/defeat, troop losses, and Ingots movement.
- Old browser-local Goblin/Raider progress is kept only as a legacy archive in Reports. It no longer powers attacks.
Map legend
Legend lives here now so the Dustoria map stays clean. Fancy concept: seeing the map.
Terrain
Markers
Current Forge Wars loop
The current loop uses regular forge troops and server reports. The old local Raider ledger is retired; useful history remains readable as a legacy archive.
1. Claim or open your forge
Your forge is the home base for troop training, range, outgoing marches, and defenses.
2. Train regular troops
Use Smelters, Ash Archers, and Iron Guards. No separate browser-local Raider army. Fewer ledgers, fewer goblin tax crimes.
3. Attack NPC villages
Choose an NPC village on the map, check distance/defenders/cache, and send a normal troop march.
4. Read Reports
Reports show pending marches, victories, defeats, troop losses, and stolen or salvaged Ingots.
Combat formulas
- Travel time and Rally Point range come from the normal forge attack system.
- Troop attack/defense values come from the regular troop catalogue below.
- Pending attacks show as march timers on the map and as pending cards in Reports.
- Resolved reports record the final outcome, casualties, and Ingots stolen or salvaged.
Biome modifiers
Mobile survival checklist
- Use the bottom nav for Map, Forge, Reports, Store, and Stats.
- Use the Stats tab for raid rules, map legend, formulas, and local totals.
- NPC village details scroll independently so troop inputs and the attack button stay reachable.
- Pending march timers are visible on the map and resolve in Reports.
- Legacy local Goblin history is archive-only; reset it from Reports if you want a clean slate.
Rally Point attack range
The attack API enforces this distance using map plot distance. Level 1 unlocks attacks; Level 5 opens worldwide attacks.
Buildings
Future economy engine for turning forge progress into better Ingot flow.
- Proposed: +10β20% passive Ingot yield per level
- Proposed: small Exchange buy bonus at higher levels
- Should become the core economy building, not a combat building
Strategy: Best direction: make it the long-term economy choice for peaceful builders and raiders who need troop funding.
Unlocks and improves troop training.
- Unlocks troop training
- +5 troop capacity per level
- -10% training time per level
Strategy: Build this first if you want to fight. Higher levels let you maintain bigger armies and recover faster after losses.
Defensive wall that makes stationed troops stronger when defending.
- +15% defense power per level
- Stacks with defensive terrain bonuses
- Protects your Ingots indirectly by helping defenders win
Strategy: Best for wealthy forges or players who expect to be attacked. Pair with Iron Guards and Vault Storage.
Unlocks attacks and controls how far your troops can march.
- Level 1 unlocks attacks
- +4 tile attack range per level after base range
- Level 5 unlocks worldwide attacks
Strategy: Build when you are ready to raid. Upgrade if your nearby targets are dry or too well defended.
Protects a fixed amount of Ingots from successful raids.
- Shields 2,000 Ingots from raids per level
- Only unprotected Ingots can be stolen
- Does not stop troop casualties
Strategy: Useful once your Ingot balance grows. It reduces raid losses even if your defense collapses.
Future crafting/upgrades building for specialized gear and troop modifiers.
- Proposed: craft consumables or forge gear
- Proposed: unlock troop equipment such as arrowheads, shields, siege tools
- Proposed: add one crafting slot per level
Strategy: Best direction: make Smithy a mid-game customization system, not just another raw multiplier.
Turns battle activity into better seasonal standing.
- +10% weekly war score per level
- Improves league competition value
- Pairs with Lightning Rods and War Horns
Strategy: Upgrade when competing for leaderboards/seasons rather than only farming Ingots.
Future social/alliance building for diplomacy and reinforcements.
- Proposed: create or join alliances
- Proposed: send/receive reinforcements
- Proposed: alliance buffs, treaties, bounties, shared scouting
Strategy: Best direction: make Embassy the coordination layer so the game becomes social instead of only 1v1 raids.
Troops
Balanced cheap infantry for early attacks and general-purpose defense.
- Low cost
- Decent attack
- Useful filler for mixed armies
Weakness: Falls off against dedicated defenders and high Rampart levels.
High attack, low defense raiders for breaking weak targets.
- Best attack per troop
- Good for fast offensive stacks
- Punishes undefended wealthy forges
Weakness: Fragile on defense and costly to lose into Ramparts or Iron Guards.
High defense troops for protecting Ingots and absorbing raids.
- Best defense per troop
- Excellent with Rampart and defensive terrain
- Good home garrison
Weakness: Low attack makes them inefficient as primary raiders.
Store items
Permanent war-score booster, capped at three.
- +15% war score each
- Stacks up to 3 rods
- Permanent once bought
Strategy: Buy when pushing league rank or seasonal score.
Future economy/rewards item for staking distribution weight.
- Proposed: +20% SOL staking distribution weight
- Could become a non-combat monetization sink
Strategy: Keep disabled until distribution math is finalized.
Future cosmetic identity item.
- Proposed: custom forge name
- Could display on map, scout view, and reports
Strategy: Great low-risk cosmetic once moderation/length rules are final.
Future map cosmetic / territorial marker.
- Proposed: custom map tile accent color
- Could show alliance colors later
Strategy: Useful after alliances/territory matter.
Temporary aggressive seasonal-score booster.
- Doubles war score for 7 days
- Stacks duration by extending expiry
- Good for event pushes
Strategy: Use before raids or leaderboard pushes, not during quiet weeks.
League safety item that blocks one rank drop at season end.
- Activates a league shield flag
- Protects against one demotion event
- Consumable safety valve
Strategy: Buy before season end if your rank is unstable.
Design decisions to make next
- Blast Furnace should likely become the first real economy building: passive Ingots or an Exchange buy bonus.
- Smithy should be mid-game customization: troop gear, crafting slots, and tactical upgrades rather than flat stats only.
- Embassy should stay hidden until social/alliance mechanics exist; then it becomes diplomacy, reinforcements, and shared scouting.