Manual

How to play

Everything from founding your first city to the World Congress. Numbers on this page come straight from the game's content files.

Getting started

Download the game for your platform from the home page, unpack it and run societies (macOS and Windows warn the first time because the builds aren't signed yet; the home page says how to get past that).

New to the game? Choose Tutorial on the main menu (or run societies --tutorial): a small map against one easy rival, with a guide that walks you through founding your capital, choosing research and production, exploring and ending your turn. Each step moves on once you've done it.

Launch the game without arguments to reach the main menu. Choose New game and set:

You begin with settler, warrior, scout. Found your first city with the settler on good land (grassland and plains, hills and resources nearby), explore with the scout, and press Enter to end the turn.

Command line options skip the menu: --seed, --players, --ai, --difficulty, --width/--height, --map-type, --city-states, --no-barbarians, --load, --host/--join.

Controls

InputAction
Left clickSelect a unit, city or tile
Right clickMove the selected unit (or attack an enemy)
Right drag / WASDPan the camera
Mouse wheel / Q, EZoom and rotate
EnterEnd turn
NNext unit with moves left
Ctrl+Z / Cmd+ZUndo a move that revealed nothing new
LTurn log: what happened, by turn
BFound a city with a settler
TTechnology tree
PSocial policies
RReligion
IDiplomacy and deals
CWorld Congress
MMusic on/off
F5 / F9Quick-save / quick-load
Esc / F10Pause menu: save, load, volume, fullscreen, main menu, quit
F11Fullscreen on/off (volumes, tips and fullscreen are remembered)
F12Developer tools (checksums, replays, map reveal, terrain painting)

The game speaks English and Italian: Language on the main menu switches. Every key except Escape and the arrows can be changed: pause menu → Keys. The pause menu also sets the interface size (80–150%) and colour-blind colours, a palette for the civilizations that stays distinct with the common kinds of colour blindness.

The top bar shows the turn and your gold, science, culture, faith and happiness with their income per turn. The left panel holds details on the selected unit and tile; selecting one of your cities opens its panel on the right. Important events (war declared on you, a city lost, offers, wonders, the congress) appear as notification cards at the top right; click one to dismiss it. A small tip box suggests what to do next; dismiss each tip with Got it or turn them off.

The map

The world is a grid of hexes. You only see what your units and cities can see; tiles you have explored stay on your map as you last saw them.

Rivers run from the highlands to the sea; a worked river tile adds +1 gold, and units on a river tile defend +25% against melee attacks.

TerrainYieldsMove costDefense
Ocean+1 food, +1 gold1—
Coast+1 food, +1 gold1—
Mountainnoneimpassable—
Hills+2 production2+25%
Desertnone1—
Plains+1 food, +1 production1—
Grassland+2 food1—

Units and movement

Each unit has movement points; entering a tile costs its terrain's move cost (a unit with any points left can always enter). Order a distant destination and the unit keeps walking on later turns. Land units can embark onto water once you know Optics, but are weak at sea.

Upgrades: once you know the newer unit's technology, an older unit standing inside your borders can be upgraded for gold before it moves (2 gold per point of production difference, at least 20). Siege engines fight cities at double strength.

UnitStrengthRangedMovesCostRequiresUpgrades to
Settler——240——
Warrior8—220—Swordsman
Scout5—318——
Worker——230——
Archer58 (range 2)230—Cannon
Spearman11—230Bronze WorkingMusketman
Horseman12—440Horseback Riding + horsesKnight
Swordsman14—245Iron Working + ironMusketman
Catapult714 (range 2)255Mathematics + ironCannon
Knight20—480Chivalry + horsesTank
Galley10—340SailingFrigate
Musketman24—295GunpowderRifleman
Cannon1026 (range 2)2110Metallurgy + ironArtillery
Frigate2224 (range 2)5120Navigation + ironIronclad
Rifleman34—2150RiflingInfantry
Artillery1640 (range 3)2180Dynamite + coalRocket Artillery
Ironclad40—4170Steam Power + coalDestroyer
Infantry50—2230Replaceable Parts—
Tank70—4300Combustion + coalModern Armor
Destroyer55—6260Electricity + coal—
Rocket Artillery3070 (range 3)3380Rocketry + coal—
Modern Armor100—5450Computers + coal—
Caravan——250Trade—
Great Scientist——2———
Great Engineer——2———
Great Merchant——2———
Great Artist——2———
Great General——2———
Great Prophet——2———
Missionary——380 faith——

Cities

A settler founds a city at least 3 tiles from any other. Each citizen works one tile within 2 tiles (the best ones are chosen automatically); the city center always yields +1 food, +2 production, +2 science, +1 culture.

BuildingCostYieldsHappinessRequires
Monument30+2 culture——
Shrine35+2 faith1—
Barracks40+1 production—Bronze Working
Granary50+2 food—Pottery
Library60+3 science—Writing
Market70+3 gold—Currency
Temple70+1 culture, +2 faith2Philosophy
Amphitheater90+3 culture3Construction
Aqueduct100+3 food—Engineering
Workshop100+3 production—Machinery
University140+4 science—Education
Observatory150+3 science—Astronomy
Bank140+4 gold—Banking
Factory260+5 production—Industrialization

Yields

Research

Pick any technology as your goal in the tech tree (T); its missing prerequisites are researched on the way. Science from all your cities goes into the current tech each turn. There are 52 techs across these eras: Ancient, Classical, Medieval, Renaissance, Industrial, Modern, Atomic & Information.

Workers and improvements

Workers build improvements on tiles inside your borders; each takes a few turns of work.

ImprovementTerrainsTurnsYieldsRequires
Farmgrassland, plains, desert4+1 foodAgriculture
Minehills5+2 productionMining
Pastureon its resources4+1 foodAnimal Husbandry
Plantationon its resources5+1 goldCurrency

Resources

A resource counts once it is inside your borders, you can see it, and it carries the improvement that connects it. Bonus resources add yields. Each distinct luxury gives +4 happiness. Strategic resources come in amounts that limit how many of certain units you can field.

ResourceKindTerrainsYieldsConnected byRevealed byAmount
WheatBonusplains+1 foodfarm——
CattleBonusgrassland+1 foodpasture——
StoneBonusdesert, hills+1 productionmine——
FishBonuscoast+2 foodborders——
SilkLuxurygrassland+1 gold, +1 cultureplantation——
SpicesLuxurygrassland, plains+1 food, +1 goldplantation——
WineLuxuryplains+1 gold, +1 faithplantation——
GemsLuxuryhills+3 goldmine——
GoldLuxurydesert, hills+3 goldmine——
PearlsLuxurycoast+2 goldborders——
HorsesStrategicgrassland, plains+1 productionpastureAnimal Husbandry2
IronStrategichills, desert+1 productionmineBronze Working2
CoalStrategichills+2 productionmineIndustrialization3

Combat

Happiness and golden ages

Your empire starts with 9 happiness. Every city costs 2, and every 3 citizens cost 1. Buildings, luxuries, wonders and policies add happiness.

Social policies

Culture buys policies (P). The next one costs (25 + 42 per policy adopted), plus 15% for every city beyond the first. Open a branch first, then adopt its other policies. Completing 5 branches wins a culture victory.

BranchRequiresPoliciesExcludes
Tradition—Tradition, Aristocracy, Legalism, Monarchy—
Liberty—Liberty, Republic, Meritocracy, Representation—
Honor—Honor, Warrior Code, Military Caste, Professional Army—
PietyPhilosophyPiety, Organized Religion, Mandate of Heaven, Reformation—
CommerceCurrencyCommerce, Trade Unions, Mercantilism, Entrepreneurship—
RationalismEducationRationalism, Secularism, Humanism, Scientific Revolution—
FreedomElectricityFreedom, Civil Society, Free Speechorder, autocracy
OrderIndustrializationOrder, Five-Year Plan, Solidarityfreedom, autocracy
AutocracyIndustrializationAutocracy, Militarism, Propagandafreedom, order

Wonders and projects

World wonders can be built once in the whole world: if someone finishes first, your city keeps its production. National wonders are one per civilization. Projects include the space race.

WonderKindCostRequiresEffects
PyramidsWorld140Masonry+25% production in its city; +2 production in its city
Great LibraryWorld160Writing1 free tech(s); +3 science in its city
Hanging GardensWorld150Pottery+1 food in every city; +1 happiness
ColossusWorld180Bronze Working+5 gold in its city
Great LighthouseWorld200Optics+2 production, +3 gold in its city
ParthenonWorld220Philosophy+1 culture in every city
Notre-DameWorld320Theology+2 faith in every city; +5 happiness
Machu PicchuWorld300Engineering+10% combat strength; +3 gold in its city
Sistine ChapelWorld450Printing Press+2 culture in every city
Taj MahalWorld450Banking+2 gold in every city; +3 culture in its city
Big BenWorld650Economics+3 gold in every city
LouvreWorld700Scientific Theory+3 culture in every city
Statue of LibertyWorld700Electricity+1 production, +1 culture in every city
Eiffel TowerWorld900Industrialization+1 production, +2 culture in every city; +3 happiness
Sydney Opera HouseWorld1100Radio+4 culture in every city
Hubble TelescopeWorld1400Satellites2 free tech(s); +3 science in every city
National EpicNational160Philosophy+3 culture in its city; +1 culture in every city
Heroic EpicNational150Bronze Working+10% combat strength
Oxford UniversityNational300Education2 free tech(s); +3 science in its city
HermitageNational300Scientific Theory+2 culture in every city
IronworksNational280Machinery+8 production in its city
ProjectCostRequires
Manhattan Project1200Nuclear Fission
Apollo Program1200Rocketry
Spaceship Booster800Rocketry
Spaceship Cockpit900Satellites
Spaceship Engine1000Robotics

Great people

Each kind of great person accumulates points every turn from a share of one of your empire's yields (generals: from kills). At 300 points (+300 for each one already born of that kind) one appears in your capital.

Great personSourceAbility
Great Scientist20% of scienceFreeTechs 1
Great Engineer20% of productionHurryProduction 400
Great Merchant30% of goldGold 400
Great Artist30% of cultureGoldenAge
Great General25 per killAura 15
Great Prophet300% of faithProphet

Trade routes

Caravans remember the city that built them. Walk one next to another city and order a trade route. Each city can run 1 route(s); routes last 30 turns.

Religion

At 25 faith adopt a pantheon (R). A Great Prophet founds a religion in one of your cities, its holy city, with a founder belief and a follower belief.

BeliefKindYields
God of the HarvestPantheon+1 food
God of CraftsmenPantheon+1 production
Goddess of WisdomPantheon+1 science
God of the SeaPantheon+1 gold
Ancestor WorshipPantheon+1 culture
TitheFounder+2 gold
Church PropertyFounder+2 faith
World ChurchFounder+1 culture
Papal PrimacyFounder+1 science
Feed the WorldFollower+2 food
Religious CommunityFollower+1 production
Choral MusicFollower+2 culture
Scholarly TraditionFollower+2 science
PilgrimageFollower+2 faith

City-states

City-states are one-city minor civilizations. Gift them gold (10 gold per influence) or finish their quests (open a trade route to them, clear a barbarian camp near them, +40) to win influence. Influence drifts back toward 0 by 2 per turn, and war sets it to -60.

KindFriendAlly (extra)
Cultured+3 culture+3 culture
Maritime+3 food+3 food
Mercantile+3 gold+4 gold
Religious+2 faith+3 faith
Scientific+3 science+3 science

Barbarians

Barbarian camps appear in unseen wilds and, from turn 8, send out raiders every 7 turns — ever stronger units as the game goes on. Barbarians are always at war with everyone; they sack cities but never take them, and they kill civilians. Step any unit onto a camp to destroy it for 30 gold.

Diplomacy and deals

Everyone starts at peace. Declaring war ends any deals with that civilization; after peace is signed, neither side may declare war again for 10 turns. Peace is proposed and accepted on the other side's turn.

The diplomacy screen also shows each computer civilization's attitude toward you (Friendly, Neutral, Wary, Hostile; hover for the reasons). It comes only from public facts: war and recent wars, deals and trade routes between you, their personality, and whether you are pulling ahead on score. A computer player never starts a war against a civilization it is friendly with.

From the diplomacy screen (I) you can open a trade with any civilization at peace: gold now, gold per turn, luxury and strategic resources, and open borders. Everything except lump-sum gold lasts 30 turns.

The World Congress

Once any civilization discovers Philosophy, the congress convenes; the first to get there hosts. Every 15 turns a session opens with resolutions to vote on (C). You vote with your delegates: 2 each, +2 per allied city-state, +1 for the host. Passed resolutions apply to every civilization.

From Computers on, every session also elects a World Leader: a candidate with 67% of all delegates wins a diplomatic victory, as long as at least one other civilization voted for them: city-state alliances alone aren't enough. Computer players back a civilization they have a deal with when they can't win the vote themselves.

ResolutionEffects
Scholars in Residence+1 science in every city
Arts Funding+1 culture in every city
Agricultural Development+1 food in every city
World Religion+1 faith in every city
International Games+3 happiness
Trade Accord+5 gold in the capital
Public Works+15% production in the capital

Winning

Hotseat and online play

Hotseat: several humans share one screen; between turns a curtain hides the map until the next player is ready, and each player's camera is remembered.

Online: on the new-game screen choose Host online (you take the first human seat; the others are open on port 7777), and friends pick Join online game on the main menu and enter your address. From the command line: --host PORT and --join HOST:PORT. The host runs the game and sends each player only what they may see, so nobody can peek through the fog.

Behind a home router? Without port forwarding, players can't reach your machine. Host through a relay server instead: set Relay server on the new-game screen (or use --relay HOST:PORT), then Host online. The Online panel shows an address with a room code, like relay.example.com:7700/K7QX2M; players enter it in Join online game. The relay only passes the traffic along. Anyone can run one (societies-relay, included in the Linux downloads).

Dropping out: if your connection breaks, the game reconnects by itself and you get your seat back; meanwhile the seat is kept for you (only your game holds its secret rejoin key). If you closed the game, Join online game offers Rejoin for the last online game you played.

Saves and replays

Saves and settings live in a saves folder in your user data folder: ~/Library/Application Support/Societies on macOS, %APPDATA%\Societies on Windows, ~/.local/share/societies on Linux (the side panel shows the exact path). The game autosaves at the start of every round (autosave.ron); Continue on the main menu picks it up. F5 quick-saves and F9 loads (quicksave.ron). Every save is read back and checked. Because the game is deterministic, a replay (the starting state plus every command) reproduces a whole game exactly; --verify-replay FILE checks one.

Modding

All content lives in assets/content/*.ron: terrain, units, improvements, buildings, techs, wonders, projects, policies, resources, great people, religion, and the rules in game.ron (happiness, combat, city-states, barbarians, congress, victory…). Edit and restart; no recompile needed. The game checks the files and explains anything it can't use.